[Map Audit] Operation Ghost Train PR:V

General discussion of the Project Reality Vietnam modification.
Lucke189
Posts: 203
Joined: 2009-06-22 16:59

Re: [Map Audit] Operation Ghost Train PR:V

Post by Lucke189 »

Everyday of my life I miss Operation Ghost Train!
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map Audit] Operation Ghost Train PR:V

Post by Redamare »

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Alright . .. .. so i was just throwing a few ideas around for Operation ghost train to be suitable with AASV4 in terms of routes of movement
Split into 3 main capture sections: south side midfield and high grounds.

South side: Docks, supply fortification ,supply train ,trenches

Mid field: Water fall, west hill( which is a large flat section ) South bridge and east hill (another large flat surface at a small peak)

High grounds: Tunnel, north bridge, temple, and Crash site due to the Down Helo static placed there.

there would be a few bottle necks in capture ability as such.. DOCKS is really close to the purposed NEW Spawn for Vietkong which means capping it would be excruciatingly hard to accomplish along with supply fortification. both are fairly close to the main deployment. except in reality . .. those two flags are 2 of 3 Vietkongs firsts capture points.

**Another good alternative instead of docks could be a point south of the mountain and between Train and supply fortification . .. **

What do you guys think about the cap zones?
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [Map Audit] Operation Ghost Train PR:V

Post by AfterDune »

(excuse my belated reply)


Ah, you moved the old PLA main, interesting :) .

Think the flag layout is pretty solid. Don't know if AASv4 can really be applied to a 1km map, but AASv3 (random flags) could easily be done. I think that could be a good choice for this map.

In the end we have to see what it's like by playtesting it. Very interesting, because Vietnam will play different without so many scopes and binocs.

Also, what did you have in mind regarding vehicles, if any?
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map Audit] Operation Ghost Train PR:V

Post by Redamare »

Well in the original post he has the china main base in the same location but with my little Windows Paint Mark up i thought that we could expand the borders and use that open space in the bottom left as a base of operations . . . a new road may be need to be cleared though.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map Audit] Operation Ghost Train PR:V

Post by Rhino »

To put it as bluntly as possible, AAS v3 or v4 isn't going to work at all well on OGT. There is only really one good route of play and that's the route it originally had, trying to work in other routes or let flags be chosen at random simply isn't going to work at all well with giving one side a very clear advantage over the other and make the map pretty boring as a result.

No I'm sorry but the old AAS v2 layout is the only thing that will work well with OGT.
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Wicca
Posts: 7334
Joined: 2008-01-05 14:53

Re: [Map Audit] Operation Ghost Train PR:V

Post by Wicca »

Has it been tested with aasv4? or 3?
Xact Wicca is The Joker. That is all.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map Audit] Operation Ghost Train PR:V

Post by Pvt.LHeureux »

It's just too small for AASv3 or AASv4. You can't have more flags and Points of Interest than those already there without modifying the map
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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