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2014-09-10, 21:14 | #21 |
Join Date: Oct 2010
Posts: 905
Poland
Location: Jordanowo/Zielona Gora
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Re: [Map] Op.Sapphire(4km) [WIP]
This map (more islands)+insurgency+no heli Could work very well
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2014-09-11, 06:04 | #22 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
Yeah I thought of that aswell, but I think it would be too much work, I would have to add not only Islands but villages and houses and stuff aswell. Maybe something for the future.
New minimap, I have linked the 2 big Islands with a bridge and shallow water but I'm not sure if I will keep it...Any opinions? (best thing would be to use a destroyable bridge, but I couldn't find a wooden one) Does someone know a good way of creating a gamemode for custom scenarios? My idea was to add 2 mainbases and 1 uncapped flag somewhere in the corner of the map. Does someone have a better idea? I believe the map will end instantly if there are only 2 mainbases? |
Last edited by [R-DEV]Ason; 2014-09-11 at 06:47..
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2014-09-11, 09:05 | #23 |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
Have a helicopter carrier main with boats in the bay below and then have a small light-armor base on the beach of an island with Humvee's and LAVs.
I think the necessity of boats and helicopters would create a challenge to the blufor and make vehicles like boats and amphibious APCs more valuable in the battle, and to an extent, helicopters as well (mainly for the extract, not so much the insertion). I think if you force the need of APCs and boats instead of having unrealistic bridges that would give a nice spice to the gameplay that has never been introduced to Project Reality, making this an even more fun and enjoyable map. |
2014-09-11, 09:10 | #24 |
PR:BF2 Developer
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Re: [Map] Op.Sapphire(4km) [WIP]
This looks amazing! The mod does have a shortage of Tropical maps. but this map reminds me of Brazil for some reason. The little islands would provide an interesting gameplay, hopefully people don't camp an island.
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2014-09-11, 09:20 | #25 |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
What I would do is this:
US Main Base - LHA USS Essex 3 x Huey 1 x CAS Huey 2 x M60E RHIBs 2 x Mk12 RHIBs Main Base - Island 2 x M60E RHIBs 2 x M2 Humvee's 1 x LAV ARF Have technical trucks evenly distributed among the islands (ammo, SPG, 50, rocket), also giving them RHIBs, if possible use the Vietnam boats. Technically unrealistic but that would fit their technology era. And if you can, a ZU-23 or two would be pretty cool. |
2014-09-11, 09:34 | #26 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
Yeah I agree. The bridge was more to make it a bit more fun for ARF so they could use their cars an bikes on a little bit bigger area, I didn't add the bridge to be able to use heavier assets. But yeah I guess i'll remove it.
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2014-09-11, 09:36 | #27 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
Quote:
If you want this setup I'll keep the bridge and use your asset suggestion for AAS32. | |
2014-09-11, 11:34 | #28 | |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
Quote:
As I said before you might just have to wait and see as far as assets because I see us having to possibly run infantry layer due to the balancing issues. | |
2014-09-11, 11:44 | #29 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
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How do you figure running inf layer will make it more balanced? You mean if both teams only gets transport vehicles? | |
2014-09-11, 11:52 | #30 | |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
Quote:
Also, is it possible to have a night version of this or is that too much work? | |
Tags |
4km, map, opsapphire, opsapphire4km, sapphire, wip |
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