Gallery: SFSnakePlain MP

More by sgtmay
 

Description

This is a modification of an official map turning SFSnakePlain into a multiplay map without the AI.

There are two vehicles for the assulting team and the defending team gets an extra fire team to make up for the loss of vehicles on their side.

All javelins for the assult team have been removed.

Assult: The assulting team consists 8 soldiers that are all part of one fireteam and one prisoner who has to escape from prison and or be freed from the room depending on where he is jailed(fortress locked side has been switched to only open from outside by an assulter)

Defense: The defenders Fireteam Alpha(8 players) have the fort and are heavily armed with grenades/AT4/BDM/RPG caches and have three sniper classes(M24,M82,SPR)
The defenders Fireteam Bravo is en route to the fort returning from routine patroll (4 players)

This modification was set up for a 21 player server (possibly 22 with one spectator/admin)

Map creator: [Dev]A-Spec
Map modifier: sgtmay

Images



















Comments

12/26/2006 at 03:36PM (EST)
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Honestly, I can't really see this working out...



12/26/2006 at 05:04PM (EST)
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elaborate please.
I would agree it would be tough for the defense but not impossible by any means.



12/26/2006 at 05:15PM (EST)
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I'd say give the defense a Jav. but overall nice work.



12/26/2006 at 05:23PM (EST)
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Defense has two javelin operators and an extra javelin tube carried by Fireteam Bravo.

I am working on making sure that javelins are 100% capable of targeting the humvee.



12/26/2006 at 05:24PM (EST)
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here's the full description of the teams....i couldnt fit it in the description above.

Assult: The assulting team consists 8 soldiers that are all part of one fireteam and one prisoner who has to escape from prison and or be freed from the room depending on where he is jailed(fortress locked side has been switched to only open from outside by an assulter)

Defense: The defenders Fireteam Alpha(8 players) have the fort and are heavily armed with grenades/AT4/BDM/RPG caches and have three sniper classes(M24,M82,SPR)
The defenders Fireteam Bravo is en route to the fort returning from routine patroll east of the fort.
Fireteam Bravo consists of 1 18C class equipped with a javelin,one 18E class carrying a sopmod and a loaded javelin tube for the fireteam leader,one 18E class carrying sopmod(plus 3 nades for nade launcher) and a RPG,and the final 18E class is carrying a SAW with 500 extra rounds of ammo plus door breecher and nades.



12/26/2006 at 05:50PM (EST)
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So whoever is the VIP in this case is going to be very, very...I mean very bored while they wait for the jail to be opened...if at all. Is it random starts for the VIP?

It seems to me that this would be better suited like Courtyard with a prisoner you must speak to, then locate an objective of sorts. Escape, while cool to think about, is just going to be boring a long for anyone forced to play the VIP.

I'd hate to see Assault run into the middle of the fortress with a humvee and just start lighting defense up like you can on the Co-op version currently played.

Does Assault get a sniper?



12/26/2006 at 06:34PM (EST)
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the vip can escape like normal everywhere but the fortress.
the fortress jail door can only be opened from the outside by an attacker.

the defenders have plenty of AT4/BDM launchers to take care of any humvee that charges the fort......dont forget that the humvee gunner isnt too accurate in a moving vehicle.

The javelins have become a problemb because they will not lock on to the hummers and i cannot edit the settings i need to edit to make it work properly with the editor locked like it is.

The defenders are heavily armed and have frag nades on hand.



12/26/2006 at 06:35PM (EST)
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and yes the assulters still get two snipers



12/26/2006 at 08:59PM (EST)
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I have edited the mission due to the lack of the ability of the javelin to lock on to the humvee.

I removed all javelins and replaced them with AT4 launchers.
I also recombined all 12 team members into one fireteam for defense.....they all spawn at the fort now.

I also changed the door back for the prisoners cell room in the basement.



12/26/2006 at 10:31PM (EST)
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I think it will be impossible for the prisoner to do anything. (in fort) The Defense will run directly to the prisoner and kill him. Maybe you should have defense start really far away from prisoner. (other side of fort) and have extremly easy accses to weapons for the prisoner.



12/27/2006 at 01:17AM (EST)
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I WOULD PURPOSE EQUAL FIREPOWER CONCERNING ARMIMENT AND CAPABILITIES

1NE LITTLE SUGESTION, IN ORDER TO EVEN OUT THE ODDS FACING THE DEFENSIVE TEAM I WOULD SUGGEST REPLACING MK-19 WITH ANOTHER 50 CALIBER, THERE BY FORCING THE ASSUALT TEAM TO MAKE INTENTIONAL SHOTS RATHER THAN RAINBOW SHOTS AT A DISTANCE INTO THE COMPOUNDS PERIMETER.
2ND I WOULD LIKE TO PROPOSE NARROWING THE "INNER ARCHWAY" FOUND IMMEDIATELY AFTER THE INTITIAL GATE BREACH,..THERE BY DISALLOWING THE ASSUALTING TEAM TO DRIVE INTO THE MIDDLE OF THE COMPOUND ONLY TO FURTHER PUT THE DEFENDING TEAM AT A DISADVANTAGE..
iT IS MY UNDERSTANDING THAT ANY ASSUALT TEAM HOPING TO OVER RUN ANY FORTIFIED COMPOUND SHOULD BE FACING A SUBSTANTIAL DISADVANTAGE RATHER THAN HAVING A SIZABLE ADVANTAGE PUT FORTH BY THE ARMIMENT AND LAYOUT OF ANY MAP,...

AND LAST I WOULD LIKE TO SUGGEST INSTALLING PERHAPS A STATIONARY 50 CAL. IN A COUPLE OF THE TOWER GUARD POST OF THE COMPOUND ....



12/27/2006 at 01:47AM (EST)
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i agree with --PSI--MrBreaK@D1 on all of his points.

I dont know if there are stationary 50 cal guns but i would like to use one if it could be done....in fact i tryed using a crows 50 cal to do just that.

I was hoping to use the javelins as a trump for the hummers but it isnt going to work so i moved everybody to the fort and added a bunch of weapon/grenade pickups.

I will replace the mk19 with a 50 cal to help even the odds a little more.



12/27/2006 at 03:09AM (EST)
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nice map dude :D nice changes



12/27/2006 at 01:03PM (EST)
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Only problem with the map after the edits is the VIP. He's gonna have a bad time. I think Defense should get ROE if they kill the VIP. Their objective is to keep him, not kill him. Even though he's on the other team, the fact that he spawns sans-weapon, locked up, and alone, means that some jackass defender's bound to run over and shoot him for the extra ten points.

Maybe u shouldn't get ROE, but could you change it so taht u dont get kill points at least?

I don't think u need any changes about the archway. If assault drives into the courtyard,they could get some easy kills, but the fact that there are so many AT4's, etc, means that they'll lose their Humvee, which is their ONLY advantage. There would be no reason for assault to now drive into the courtyard. In COOP, it's doable because u take out the RPGers and ure fine because AI dont pick up guns. In MP, someone w/ At4 dies and someone else will pick it up.



12/27/2006 at 02:46PM (EST)
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If all of Defense spawns in fort, then nobody is left to guard obj D.

Also, just do away with the POW, it is very difficult to incorporate that w/o AI.



12/27/2006 at 03:33PM (EST)
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I don't really see this working out, and I'll give some reasons why:

1. SF SnakePlain is a huge map, and the objectives can be scattered everywhere. There is no way Fire-Team Alpha (an 8-member fire-team) can possibly defend this. As for the other fire-team (Fire-Team Bravo), it would be possible to defend the fortress alongside Fire-Team Alpha, but this could cause major amounts of lag because of the number of slots required.

2. Who will guard objective D (the mortar cache)? Again, the idea of playing MP on SF SnakePlain is questionable because of the amount of space. Will the defence have to rush to objective D because Assault is moving out? Then you would have an 50Cal Humvee against another 50cal Humvee, and one of the Humvees would wait until the other people got out of the Humvee, then just shoot all the assaulters or defenders, and it would lead to defence winning every round.

I will give more reasons in the next comment.



12/27/2006 at 03:33PM (EST)
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3. If some assualt Humvee driver decides to enter the fortress, one RPG and AT4 isn't capable of destroying it. It would take considerable numbers of rockets to destroy a Humvee and it's occupants, by then the gunner of the Humvee will have shot 2 or 3 defenders.

4. There is no way for any of the defenders to take out any of the assault team members while the assaulters are in the Humvee outside of the fortress. Sniper fire doesn't penetrate the glass, and AT4's and RPG's are too slow and the driver will swerve to avoid it.

I will give more reasons in the next comment.



12/27/2006 at 03:33PM (EST)
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5. POW spawn is in a terrible spot. Like Tenio said, the Defense will run directly to the prisoner and kill him. It's possible to put his spawn somewhere in the hills, but then you're just adding another slot to the server, and the POW is not really workable without AI forces.

6. Servers can not take a 25 slot load on a map as big as SF SnakePlain. It is a huge map, and 25 slots would have so much lag, the general public would not play because they do not get the action such as Bridge or other small MP maps.

It was a good idea, if you fix everything I have pointed out, it will probably be a good map, but a little laggy. At this stage of development, I'm going to have to say no, and not recommend this map.



12/27/2006 at 04:05PM (EST)
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I think this is how the obj should be layed out.

The Intel should be a map locating the VIP's Cell and alittle bit of the surrounding area.

And Defense should have to stp the assult team from getting this vip back to thier spawn and the extraction.
Defense should only be allowed to shoot the vip if hes

A.) Leaves his Cell and runs and gets spotted
B.) If he is seen with the assult team going for extraction.

( If some of these obj are impossible you could make it were just getting the assult team to the vip would win the match but turn the vip into a civillian informat like on Sf Courtyard instead of having a human player.)

Also this could get very interesting if it were at (night).



12/27/2006 at 06:16PM (EST)
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I could remove the jail spawn in the fort and make it so that the prisoner doesnt spawn at the fort at all.

objective D always spawns outside the fort so i could go about this two ways.

A: Leave all the defenders in the fort and leave it to them to guard the two main objectives and not worry about the prisoner/objective d.

B: Re-enstate defenders FireTeam B,Create a random spawn point for FireTeam B at Each village and link them to OBJ D so that they spawn wherever OBJ D is.

There is no AI whatsoever on this map.....it actually plays pretty good without the AI in it eating up resources and i honestly dont think a good 26 player server will have a problemb handling this map.

I was thinking of changing it to a night map too.....the same skybox that is used in SFRecon.

And the thing about AT4 vs a hummer.......two direct hits from an AT4 launcher destroys a hummer and the passengers in it......almost the whole defending team is equipped with AT4/RPG/rocket launchers.



12/28/2006 at 08:30AM (EST)
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Great idea with this map, when i first played this map i thought it would be just great if it was MP. Personally i wouldnt worry about def chances to win. When you see what AI is doin with assaulters on some servers...;). Few suggestions...forget about POW, as others said it would be very boring to wait for rescue(maybe locked civilian informant switched with obj A?). Part of the DEF team could be linked with obj D (Mortars) (At least 1 sniper and at4). I hope they'll approve your map...soon :D



12/28/2006 at 02:16PM (EST)
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I agree, making this map into a MP is a great idea. Why not have (as mentioned above by EXHRD.Eagle(PL)) a locked civilian as obj.A? The have obj.B as info needed to be picked up to find the stingers(obj.C)which will be outside the fort with part of Def. team guarding it. I am assuming that Def. cannot call in mortar support as the AI can.



12/28/2006 at 05:39PM (EST)
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Correct....only AI can call in a mortar strike as it stands right now.

Sounds good......removing prisoner......replacing random prisoner with jailed civilian in the fort that gives Intel location.

Removing objective C(stingers) and making D the final objective.

I am also going to keep the fire teams all on fireteam Alpha.
The last four 18E classes will be objective D guards and will spawn randomly with the objective.

Assulting team will have 8 players.
Defending team will have 12 players.

sound ok to you guys?



12/28/2006 at 07:17PM (EST)
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Sounds good. May I make one new suggestion...

It might be boring for those extra 4 defenders way out in BFE country gaurding that last obj if all the action is taking place at the fort. Also what if they decide that they are better off reinforcing their battle buddies and betting all their chips on holding the fort.

It might be a good idea to give the Bravo defenders one hmmwv. Make them spawn farther away from the fort than the attackers so that if they rush the fort they won't interfere with the breach. It would be like you originaly had the story where Bravo team was out on patrol while the fort came under attack.



12/28/2006 at 07:28PM (EST)
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One more suggestion.

Could you make parts of the outer wall destroyable and give the attackers the BDM. That way the defense can't just camp the 3 doors.

Plus, blowing mouseholes in the enemy's defenses and breaching that way instead of going through doors/windows is actualy the way to go according to official Army doctrine. It would add realism and a new element to gameplay.

The more I think about it the more I want to play your map. Keep up the good work.



12/28/2006 at 10:36PM (EST)
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Both good points Maj Pain. Have Bravo team on patrol away from fort and last objective. Gives them the choice of going directly to fort or to cover last objective. Have the destroyable outer walls random section like they are now.



12/28/2006 at 10:49PM (EST)
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here's a link to the night time pictures.....should i leave it like this or add more lights?

http://forum.americasarmy.com/viewtopic.php?p=2449018#2449018

I am working on setting up the AI prisoner you have to interrogate next......and then i will get the OBJ D guards worked out.

As soon as i am ready to release the map i will start a new gallery and post a new run of screen shots.



12/29/2006 at 12:33PM (EST)
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Seen those pics on the AA forum, going to be nice doing it at night. Are flares an option in the weapons loadout?



12/29/2006 at 07:03PM (EST)
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I upped the lighting intensity a little so that i didnt have to use so much gamma to see.

and yes flares are available in the loadouts.

I'm working on implimenting the new objectives at the moment......i'm hoping to have something ready to submit before newyears eve.



12/30/2006 at 03:04AM (EST)
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All objectives are done and tested

Obj. A Question prisoner (in fort basement AI prisoner)
Obj. B Secure intel (fort random spawn in 2 places)
Obj. C Thermite mortars (random spawn in 5 vilages around fort)

here's a screen shot of the prisoner objective for anyone who is interested.

http://forum.americasarmy.com/viewtopic.php?p=2450120#2450120

All i have left to do is set up the random spawn positions for the mortar cache defenders.



01/04/2007 at 02:47PM (EST)
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download link?



01/09/2007 at 10:38AM (EST)
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i cannot wait for this map and i can see no reason for it to be voted in to aa honour. i am sure many players when sfsnakeplane came out wated it MP and you are doing a great job at it and i for one would like to congratulate you as i am sure many with 2.8 has looked to make snakepane an MP map but you seem to be the only one doing a gd job about it.
now can i make a suggestion.

maybe put a hammer with no weapon, if you go to the sniper training you can get into the hammer and drive it that has no 50cal. etc...

I can see a problem with to many at4, rpgs etc... and the hammer with no weapon my help not having so much at4 etc...

and weapon pick ups it sounds to be to many of them but i might be wrong because it sounds great.

and about obj B maybe the defending forces dont know where the last obj is until assuting forces get A. and for defending forces to get to last obj maybe you can make some sort of garage that only def has the key too.



01/09/2007 at 11:31AM (EST)
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it went threw my head what about parachuting out of a C-17 Globemaster for defence or for assult. use it like only 1 time maybe like 1 random spawn.

defence for renforcment for a or last obj
or for assult seen us AA doesnt have to many parachut maps (3) maybe you can put that.
but saying that it also went threw my head that it might be allot of to much in just one map.

just an idea it might help some problems or add some but for some reason it sounds gd in my head.



01/16/2007 at 08:38AM (EST)
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Good job m8



12/08/2007 at 07:45AM (EST)
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NICE
GOOD JOB




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