Map Ideas
From Tactical Wiki
[edit] Compound
Env: desert urban Gametype: attack and defend Teams: MEC (attack) vs USMC (defend)
Ideas:
inside the compound
- compound originally designed to house nomads
- 12 eight-story apartments within rectangle
- surrounded by chain link fence and concrete barriers
- 4 underground parking garages converted to command post, chow hall, etc
- palm trees, benches, burning vehicles provide ground cover
- large breach in fence on one side
- many smaller fence holes around compound
- few MG emplacements
- some apartment roofs would be made available for AA or snipers
- 2 capture points within compound
- Single vehicle entrace through destroyed checkpoint
- many unarmored/ungunned jeeps within compound
outside the compound
- concrete parking lot covers 1/3rd of surrounds, 1/3rd is city park and remainder is smaller buildings
- prayer tower overlooking compound
- vegetation covers parts of fence
MEC has 3 UCB's outside base placed around breaches. USMC has two CP's within compound and one UCB a mile away (at the airport). First CP is barracks, second is command center. UCB would be placed at the airport outside of the compound and would contain many jeeps for transportation back to the compound (through a roadblock). Command center would have access to quick egress.
[edit] Bridges1 (Ed: |TG-7th|Shiner)
This map is now titled "Port Terror" and is available here: BF2:Custom_Maps:Port_Terror
- Strategic use of Bridges to control vehicle movement (Enhanced emphasis on SF and Eng class)
- 2 UCB's on small individual islands
- 2 CPs in an urban terrain on primary land mass (this land connects the 3 independent islands via bridges)
- 1 CP w/ highground on lone island with limited access via bridge from city
- Ticket bleeding at >50% CP control
- Goals: Commander must choose between taking the easily defended lone island CP and trying for one urban cp or waging a battle to hold both urban cp's
- Considirations: May want to add another City CP to allow a stalemate situation and focus battles to the urban vs urban environment.
- Features: No Air Assets, Limited Heavy & Light Armor, Generous Light Transport
