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Thread: [Map] Beirut

  1. Registered TeamPlayer
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    #1

    [Map] Beirut

    Quote Originally Posted by R-DEV Deer
    Here is one of my 2 new maps for 0.9, Beirut =) Like some of you already know it will have IDF versus Russia. Its based on fictional situation where Israel is about to occupy Beirut, capital of Lebanon, while Russia does not accept it and sends their forces to face the IDF.



    Vehicles
    IDF starts from outside the city with APCs, Tanks and light vehicles, while Russia is using civilian cargo ship to launch helicopter landing into the city supported by APCs and light vehicles.

    Gamemodes
    For now map will have Vehicle Warfare gamemode and AAS gamemode with 3 different layers, 16 layer for light vehicles, and 32 + 64 layers to offer 2 different basic AAS setups, hopefully server admins will use other layers too instead of just the 64 =)

    Tactical
    I wanted to make the map give some advantage for the side who attacks from the sea with helicopters. There is few tactical things what i hope players will learn and use =) First there is lots of buildings that has entrance into the building from the roof, so helicopter can land troops on top of these buildings and infantry can then enter the building and use it as a fortress. 2nd there is 3 bridges and if attacking side destroys/mines all of them, defending side will have extremely hard time to capture attackers first/second flag from the docks and drive attackers completely out of the land area. 3rd is the enterable high building, that building is very easily defendable if you attack from the ground, however if you attack from the air with helicopter, you have advantage of landing on the roof and taking the building by assaulting from the top and from the bottom at the same time, and russian transporthelicopters has those machineguns so gunners can kill any enemy infantry who are defending the roof =)

    Some stats
    - 2km map
    - ~340 roads
    - 254 ladders
    - made in ~1 month


    Screenshots







    [img width=700 height=437]http://i83.photobucket.com/albums/j290/Freor/Beirut/screen166.jpg[/img]

    [img width=700 height=437]http://i83.photobucket.com/albums/j290/Freor/Beirut/screen078.jpg[/img]

    [img width=700 height=437]http://i83.photobucket.com/albums/j290/Freor/Beirut/screen079.jpg[/img]

    [img width=700 height=437]http://i83.photobucket.com/albums/j290/Freor/Beirut/screen081.jpg[/img]

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    [img width=700 height=437]http://i83.photobucket.com/albums/j290/Freor/Beirut/screen178.jpg[/img]

  2. Registered TeamPlayer Imisnew2's Avatar
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    #2

    Re: [Map] Beirut

    Looks... OK... I do not foresee this being a popular map.

  3. Registered TeamPlayer DaKillerFox's Avatar
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    [Map] Beirut
    #3

    Re: [Map] Beirut

    Quote Originally Posted by Imisnew2
    Looks... OK... I do not foresee this being a popular map.
    How's that? This could be as popular as Muttrah, I see lots of nooks and crannies to hide in, and tall buildings to defend. Woot woot!

  4. Registered TeamPlayer Blakeman's Avatar
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    Re: [Map] Beirut

    Quote Originally Posted by Imisnew2
    Looks... OK... I do not foresee this being a popular map.
    Yeah I hope you are sarcastic since I think this is going to be the map that unseats muttrah for pure city fight awesomeness.

  5. Registered TeamPlayer Imisnew2's Avatar
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    #5

    Re: [Map] Beirut

    No, I'm serious :P
    It has a bunch of open space, and from the screenshots looks "underdeveloped" to me.
    but we will see... that's why I didn't write a giant post on how I don't like this map lol.

  6. Registered TeamPlayer Blakeman's Avatar
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    Re: [Map] Beirut

    Quote Originally Posted by Imisnew2
    No, I'm serious :P
    It has a bunch of open space, and from the screenshots looks "underdeveloped" to me.
    but we will see... that's why I didn't write a giant post on how I don't like this map lol.
    It is going to have APCs on both sides and a tank on the IDF side so it might all work out. Add to that the fact that he used the maximum amount of ladders allowed on a map (256!) and there should be enough maneuvering going on to offset the larger streets. The bridges and buildings that can be entered will help infantry ambush the armor as well.

  7. Registered TeamPlayer Imisnew2's Avatar
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    #7

    Re: [Map] Beirut

    I see the bridge part of the map as being "Stupid to take back" for the IDF (probably going to cause the IDF to never be able to get a ticket bleed).
    I can see the offset of open space with many of the buildings being entereable via the roof... but this also allows anti-air to be EVERYWHERE.

  8. Registered TeamPlayer DancingCorpse's Avatar
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    [Map] Beirut [Map] Beirut [Map] Beirut [Map] Beirut [Map] Beirut [Map] Beirut
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    Gamertag: Dancin Corpse Steam ID: deltacorpse DancingCorpse's Originid: DancingCorpse
    #8

    Re: [Map] Beirut

    I say this better be the first map in rotation as soon as .9 is out. WHERE IS IT? End of the month is just a week away.

  9. Registered TeamPlayer Blakeman's Avatar
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    #9

    Re: [Map] Beirut

    Quote Originally Posted by Imisnew2
    I see the bridge part of the map as being "Stupid to take back" for the IDF (probably going to cause the IDF to never be able to get a ticket bleed).
    I can see the offset of open space with many of the buildings being entereable via the roof... but this also allows anti-air to be EVERYWHERE.
    Also allows HAT and LAT to be everywhere as well as snipers. Honestly I don't see using the cows to be as fun for folks except on supply runs and in this one everyone going for the APCs. With commander UAV and area attacks that work it is going to be tough to hide on the rooftops as well.

    I think it will balance out if a team is on the ball, but I am with you in that if one team gets dominance in town it will be tough to uproot them. With the new rally system and FoBs more important it might be harder for the IDF to get established since FoBs only take one crate and the cow can drop one right at the start of the battle.

    The merkava I see as a deathtrap in town and I bet we will see it used more as a standoff artillery piece that takes shots at occupied buildings from far out or even beyond visual range for the tank.

    Either way the engineer kit is going to be fought over on this map on both sides.

    Dancing I bet it is this weekend, if not a bit before to allow folks to download, but we will see. They keep promising a trailer vid for it so I hope they don't hold up on releasing the new version for that.

    I would like this rotation myself....

    Beirut
    Silent Eagle
    Yamalia
    Lashkar Valley
    Gaza Beach
    Siege at Ochamachira
    Kashan - VWM
    Dragonfly
    Operation Barracuda (it has apcs on USMC now)
    Fallujah West
    Operation Archer
    Jabal Al Burj
    Ramiel
    Asad Khal
    Karbala
    Muttrah City - VWM

    etc, with the rest

    I'm excited.

  10. Registered TeamPlayer DaKillerFox's Avatar
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    [Map] Beirut
    #10

    Re: [Map] Beirut

    Quote Originally Posted by Blakeman
    Quote Originally Posted by Imisnew2
    I see the bridge part of the map as being "Stupid to take back" for the IDF (probably going to cause the IDF to never be able to get a ticket bleed).
    I can see the offset of open space with many of the buildings being entereable via the roof... but this also allows anti-air to be EVERYWHERE.
    Also allows HAT and LAT to be everywhere as well as snipers. Honestly I don't see using the cows to be as fun for folks except on supply runs and in this one everyone going for the APCs. With commander UAV and area attacks that work it is going to be tough to hide on the rooftops as well.

    I think it will balance out if a team is on the ball, but I am with you in that if one team gets dominance in town it will be tough to uproot them. With the new rally system and FoBs more important it might be harder for the IDF to get established since FoBs only take one crate and the cow can drop one right at the start of the battle.

    The merkava I see as a deathtrap in town and I bet we will see it used more as a standoff artillery piece that takes shots at occupied buildings from far out or even beyond visual range for the tank.

    Either way the engineer kit is going to be fought over on this map on both sides.

    Dancing I bet it is this weekend, if not a bit before to allow folks to download, but we will see. They keep promising a trailer vid for it so I hope they don't hold up on releasing the new version for that.

    I would like this rotation myself....

    Beirut
    Silent Eagle
    Yamalia
    Lashkar Valley
    Gaza Beach
    Siege at Ochamachira
    Kashan - VWM
    Dragonfly
    Operation Barracuda (it has apcs on USMC now)
    Fallujah West
    Operation Archer
    Jabal Al Burj
    Ramiel
    Asad Khal
    Karbala
    Muttrah City - VWM

    etc, with the rest

    I'm excited.
    That list of maps is overwhelming for newbies like me, I don't think I've played more than 3 maps on that list, even putting aside the face that a few of them are new! Hahaha, I'm excited for v.9!

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