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Showing results for tags 'afghanistan'.
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Name: Korengal Location: Korengal, Afghanistan : Map Size: 4km Teams: US and INS (Taliban/Insurgents) Gameplay: AAS, Insurgency, TBA Download link: N/A Description: Korengal 4 km is the map you love to hate and hate to love. It is being designed to be as accurate as possible while still allowing for artistic and gameplay elements. What I loved about the original PR map was it was small which made it a pain to get around and ease to get lost all while having to navigating impassable areas and keeping in a lookout for ambushes. This will not change as I intend to build on what I learned in its original ... especially filling in all those inescapable holes. In this re-imagining (I'm the same artist the created PR Korengal) I'm set to introduce multiple environments. From mountain rivers, crops, hillside villages, rocky mountain trails and snow covered mountain tops. While I don't have a cave system in my current plans yet, it's not unforeseeable. Notes: Yes I'm back at it. The original map was scrapped. I had run into way to many issues and mistakes that it wasn't worth salvaging anything. The good news, is I'm much farther along at this time then i was last time. I'll update these images as I go. I'm currently white box editing everything (not worrying about textures and color) New Minimap vs Old Minimap: Korengal Outpost (KOP) : Info Unsure how this base will play out, I kinda like the idea of it being a start of game spawn only then then requiring resupply from Camp Blessing. Camp Blessing: Info (Not shown yet) This will be the main uncapable US spawn. The location is top left in the minimap. I believe this is Pech Valley Restrepo: Info Firebase Vegas/Phoenix: Info (Not shown yet) Valley & Crops This will go thru a lot of work. Crops are a bit of an issues as you can see the from top down much more than other maps. Bar Kanday (Not shown yet) Wach Nawo (Not shown yet) Sawtalo Sar / Abbas Ghar Ridge (Not shown yet) This is where "Operation Red Wings" Ambush went down. Involved a Black Hawk down. Salar Ban (Not shown yet) Mountains Ali Abad (Not shown yet) Laniyal (Not shown yet) Dakalbat (Not shown yet)
http://www.maphill.com/search/sangin/detailed-satellite-map/ The link above is a satellite view of Sangin, Afghanistan. Sangin was a place of heavy fighting during the war in Afghanistan against the Taliban and various Islamic groups. What I'm thinking is it has a large "Green Zone" that hugs the Helmand River. The "Green Zone" and desert zones are divided by a road that was called "Route Red" and has district centers, market strips, patrol bases, and local mud houses/compounds. The map could be 60% green zone and 40% desert (or whatever the devs deem appropriate) with the Insurgents starting in the "Green Zone" and Americans starting in the desert zone. When I was there, the green zone was where Taliban would hide and fight. I know the devs are working hard on a lot of other maps and I can hear it now, "we don't need another desert map". But, This desert map would be different being the ratio to dense green foliage to desert as it would take up over half the map compared to maps having relatively small areas of green zones in the map. Tell me what you guy's think! Again, this is just an idea I'm throwing out there that I would love to see get developed and added.
Korengal Valley 4 km Official name will be "Return to Korengal" as this allows more freedom in a very spare AO Korengal 4 km is the map you love to hate and hate to love. It is being designed to be as accurate as possible while still allowing for artistic and gameplay elements. What I loved about the original PR map was it was small which made it a pain to get around and ease to get lost all while having to navigating impassable areas and keeping in a lookout for ambushes. This will not change as I intend to build on what I learned in its original ... especially filling in all those inescapable holes. In this re-imagining (I'm the same artist the created PR Korengal) I'm set to introduce multiple environments. From mountain rivers, crops, hillside villages, rocky mountain trails and snow covered mountain tops. While I don't have a cave system in my current plans yet, it's not unforeseeable. Key features Elevation came from DEM height map. (Although I will be taking artistic liberties) Real locations (At least close to) Vertical fighting from lush crops to snow covered forests Difficult terrain for vehicles and troops (hopefully in the future helicopter support) Central river is being created as a game-play obstacle. This means we will see many key choke points like bridges. Time of day (Current Squad static lighting) Early morning Late afternoon Night Current WIP map (Locations are not final, just a over view) I will update images when they become available Korengal Outpost (KOP) Rivers Valley & Crops Mountains Radio Tower "Mike" Villages TBA Firebase Restrepo TBA Firebase Vegas TBA Honcho Hill TBA Rougle Hill TBA Reinforcements from Camp Blessing TBA Special Locations TBA Media
Hello all! First timer here. Looked around and didn't see anything that resembled a request area for custom maps. Anyways, long story short, I spent time in the Now Zad district in Helmand province some years back. It's got some really condensed compound areas, green zones, open ground, and some terrain features here and there. Given the absolute nightmare that it was for offensive operations, for Squad, I believe it would be a prime basis for a map. Now, my question is, would anyone be willing to undergo this challenge? Unfortunately my skillsets don't include map making in the slightest. I can provide (some) personal reference imagery for the area, and help with identifying villages, prior base locations (Don't worry, they are all long gone, no OPSEC issues there), etc. Unfortunately google earth's map of the area stays pretty far out so it's hard to zoom in close enough to REALLY good reference. Alot of the smaller paths, wall heights, etc. get lost in the image. After seeing the crazy detailed map of the Korengal, I'm hoping this can be something someone attempts down the road. Thanks!
So it's my first post here and I'm just brain storming with a few other players over the course of the last few days. So don't cut my throat if it's already been brought up. Just trying to get involved....so I served 4 years in the marine corps infantry and 2 years as a security contractor with multiple deployments. First idea- Air support preferably computer controlled, less moving parts. Maybe have American, Russian squad leaders have air on station after completing certain objectives. Not really sure how to work how they get the air support maybe someone else can brain storm alittle bit with us here. Have Americans getting an a10 gun run or Cobra/Apache hydra rockets or 20mm gun run. Call them and in 60 seconds or so your map pops back up confirming air on station when you can place where you want the gun run at. Direction, etc etc. Russians get the frog foot or hind or so something. Maybe Taliban/ opfor squad leaders having a special of IEDs or something of that nature. Second idea- Machine gun team 1 or 2 man. With 240, PKM, whatever. Third idea- need optics these fire fights are taking place from great distances. You should be able to get some sight based off the area you are fighting. It's really hard to see enemy fighters when they have optics and you don't. Just kindof throwing ideas in the wind. Feel free to throw some other ideas out there or go off what I already said.
Just got done binge watching a military documentary called "Battleground Afghanistan" http://channel.nationalgeographic.com/battleground-afghanistan/ . Its on Netflix (for those who have it) and i thought it was really well made. One thing i noticed from the documentary was the soldiers talked about Karez Systems in Afghanistan. They mentioned that when they came across one, they would either send grenades down or cameras to check and make sure there were no combatants hiding or using them to store ammunition. http://northshorejournal.org/taliban-using-ancient-well-and-tunnel-system It would be interesting to see if the developers could create some type of replication in the game. Maybe the tunnels connect to different parts of a mountainside, or maybe they only go 10 feet and stop. Either way it would add another variable to the game, and help slow down gameplay. With this implemented squads could either choose to slow down and check it out, or just pass and risk being caught from behind. What do you think?