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Showing results for tags 'taliban'.
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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) Minimap : [ The spawn points / Flag you see here are for testing only ] Videos : 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. COP Michigan (Camp Blessing): Info This will be the main uncapable US spawn. Command Outpost Michigan at the Pech River Valley in Kunar Province, Afghanistan Restrepo: Info Firebase Vegas/Phoenix: Info Valleys 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. Mountains Bar Kanday 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) Ali Abad (Not shown yet) Laniyal (Not shown yet) Dakalbat (Not shown yet)
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
So the other team just wouldn't push to us so we had a rave while we waited. I didnt know but one person in this match. This just unfolded all by itself organically. Slow start but we really kick it up a notch a few mins in lol Taliban Rave party !!!
Hello all! Recently purchased this game and I have to say, it is one of the most intense games I've played for years! Absolutely loving it!! Love getting to play as the 'taliban' insurgents, it reminds me of the good old days of the 'Desert Combat' mod for bf1942. Anyway... I have my own 35 slot server and need some information, if anyone can help?? Please could someone tell me all of the maps that have the 'taliban' fighters as one of the sides? I want to run a map rotation that only contains these maps... Thanks in advance guise!
ParaPlays posted a topic in VideosI think so yes. You only live once.In this series of Squad videos, I fight with 1 life and 1 life only, cautious, steady and take my time. It is a dangerous place out on the battlefield as we will see in part 01.We take out some US forces in the forest before our ultimate demise.
ParaPlays posted a topic in VideosI really enjoyed the Pre-Alpha, sure i had issues with shooting at range and it feeling like weapons are at arms length, but the core game is there, you can feel it bubbling under the surface. I posted this video as it was one of the most enjoyable games I had, there was communication, tactics and some enjoyable gameplay with attacks and counter attacks. A lot of people in this match are regulars here on the forums so hats off to you, a great fight and a very very close finish ticket wise. I hope to have more games like this with many of you again next week. Cheers. Part two up tomorrow. Para
Introduction Before I being explaining my suggestion/idea, here is a video to get you all pumped up. https://www.youtube.com/watch?v=g4Xi7qGoJRU (Provided the wrong link earlier, sorry!) And here is another for educational purposes. https://www.youtube.com/watch?v=yXn0AZX8Hmo Suggestion/Idea With the confirmation of MRAPs(Mine Resistant Ambush Protected vehicle) being implemented into the game, I had been thinking about ways they could be used the way they were intended. Route Clearance became the most important mission during Operation Enduring Freedom. In a game that aims to give an authentic, yet fun and functional contemporary warfare experience, this idea could provide a whole new attack and defend experience. Though the videos I provided only show my unit driving down roads and waiting to get blown up, Sapper's are also tasked to clear paths for coalition forces in order to assault an objective. Now, I don't have any video example or diagrams of my idea, but I will explain a situation to the best of my ability, and with as little jargon as possible. Objective RCP(Route Clearance Patrol) will begin movement from the forward operating base. Infantry will be embedded, and sappers will assist in the assault. RCP will lead the convoy down a linear path towards the objective, clearing the road of IEDs and fighting off any opposition. Upon reaching the compound, the convoy with dismount and assault the objective. So that's the basics of it. How do you make this fun, you might ask? As far as the clearing of IEDs, I'm not all the certain. It could slow down the action, and possibly be boring. I imagine there will be several phases of this mission. Preparation for both teams, the movement phase, and then the final assault. Both teams will have the opportunity to be the attacker and the defender. While prepping, Coalition Forces will choose their loadout, order of march(what vehicles, and how the are positioned in the convoy), discuss known areas of interest, and how they would like to attack the compound. The Taliban(Or whatever opposition it may be) will prep by choosing where to place their ambushes, IEDs, and any heavy weapons they may have. I believe it would work best if this team had a limited amount of resource points. Do you want 5 RPGs, 2 DShKs, and 1 500lbs IED? Or 2 50lbs IEDs, 10 RPGS, and 1 DShK? Squad already plans to implement build tools, so this could most likely be easily included. Back to the idea of Attacking and Defending. As the convoy is headed toward the compound/objective, the opposing team will be able to coordinate their ambush whenever, and wherever they like. Either from a treeline, mountain top, a pot field, etc.. The Coalition forces must use the vehicle mounted weapons to fight back and continue movement towards the objective(This is their defensive phase, and the oppositions attacking phase). As the convoy makes it to the compound(If they make it, of course). This begins their attacking phase, and the oppositions defensive phase. Conclusion I believe I've about covered everything. I won't be disappointed if this isn't a realistic possibility, but it's definitely something I would like to see in a game. Battlefield 3 made us look like cowards in their single player. I only shared this because I believe the team has the ability to do it, and that it really wouldn't take more than some new maps and a bit of coding due to much of the assets already behind developed. If there are any questions for me, or if I can provide anymore insight, feel free to PM or comment below. Edit: I forgot to add one more idea. Some Project Reality maps had a civilian role. I believe it would work really well in a gamemode like this. Either as a hidden trigger man, or giving information to the ones waiting to ambush. Maybe let people play as little afghan kids so they can throw rocks at the trucks(kidding.. kind of). Kids around are usually a sign that their won't be an attack.