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t0m

[TvT 54] Takistan Rumble!

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TAKISTAN RUMBLE



(Requires Combined OPs)



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Over at ArmA: Theatre of War we've grown tired at fighting along pre designated zones and lines that the map makers decided for us. We wanted to decide where to fight and how to defend that position. So we began working on dynamic game modes, our first released one being Takistan RUMBLE. Takistan Rumble is our public release of AToW's own in house map, Takistan Fortification.

The only limitations within our game mode over where you fight are:

  • The size of the zones.
  • The number of flags in play

If you have a small community and you want to fight over a smaller area? Make the zones smaller. You can even make more than one if you wish to focus the fighting around certain points. The number of flags also adjusts dynamically depending on the number or players on the server.

And hey, if you want to fight over the whole map, you can do that. Just make the zones that big.

How it works

Each team starts out with one hundred tickets.

There will be two distinct zones on the map, one red and one blue

The aim of the map is to gain tickets and stop the enemy doing the same. You can achieve these goals with one of two ways:

  • Killing the enemy – With each team death (Not counting disconnects) the enemy loses a ticket
  • Planting your flag in the enemy zone – This results in a steady ticket gain as long as that flag is up.
  • Taking the enemy flag zone - Having a holding majority in the zone for 2minutes will send the enemy flag back to their base.

105wpyx.jpg

Around 2km out from the AO, each side has a FOB. This FOB contains respawnable CSW (The only CSW that will respawn on the map), some unarmed and armed transport. As well as the heavier equipment; tanks and IFVs.

Further out from the AO each side has an airfield which is where the non-respawnable CSW are located, rearm boxes and fortification crates. At the Airfield are transport containers which can be airlifted by helicopters, as well as a variety of vehicles for troop resupply.

Fortifying

R3F Logistics & Arty script is also included in the map. This allows for each team to fortify their flag by taking CSW such as TOW, M2 etc to their flag position to aid in the defence and to rearm friendlies.

There are also wooden crates at each airfield. When deployed on the ground, these crates allow the squad leaders of each team to build fortifications from a drop down menu. Squad Leaders can ONLY build within a 100m radius of this box.

This allows each team to build up around their flag when the box is placed near it. This can turn a grass area, mountain top or even a remote warehouse into a heavily fortified position. The building times of each fortification varies from around 120sec to 20sec. However this time can be decreased by having team members nearby the building squad leader.

Not only does this system allow for teams to build up their flag, but inventive squads will use this system to their advantage by:-

  • Setting up fortified choke points along the road.
  • Setting up OPs to monitor the enemy's main supply route.
  • Setting up a fire base for artillery or even an AA outpost.

This is a game mode which rewards the team with the best team work and coordination. On the community servers that have kindly helped to test it out with us, the feedback has been good.

Vehicle List



BLUFOR

HMMWV M2/MK19

STRYKER*

M1A1*

M2A2*

UH-60M

UH-60M MEV

OPFOR

UAZ AGS

Military Off-road & M2

BTR-60

T90

BMP-2

Mi-8

Mi-8 MEV

*FLIR disabled for all vehicles

Download Link

Armaholic mirror:

- Takistan Rumble! TvT-54 (@)

http://www.mediafire.com/?wrfsz5g4upbt4ju

Credits

Goschie: Scripts, Mission Designer

Hooves: Mission Designer, Testing

Spyder: Briefing, Testing

Pirin: Briefing, Hints

t0m: Testing

Dragon: Testing

Thanks to AToW members that tested and all the communities that stepped up to help.

Many thanks to R3F for their artillery & logistics script.

And lastly thanks to all the scripters out there that helped us along.

If there are any issues with the map, please post below and I will relay the info to the developers.

Also please note that until the R3F arty is fixed with 1.54, the OA stock arty computer is in.

__________________

Edited by t0m

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Looks very interesting, I like how it can be altered for smaller servers. I hope server owners choose the sizes wisely as its getting tiring joining servers and playing missions meant for 60 players with only 6-7 guys on the server.

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How does one go figure out where the enemy planted a flag? Is there an indicator or is it a game of hide and seek? Or are there other means making the flag easier to spot?

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The flags have a zone marked on the map in the team that owns it's colours (as can be seen in the screen shot). Should the "red" team have 4 players in the "blue" zone around the "blue" flag, and the "blue"'s have 3 players in there, then the "red"'s will beign to capture it, when the flag is captured it returns to the "blue" base.

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Having a flag planted but NOT shown would be even better .... hunt the flag :)

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Nah I like this way , in means intense combat and not the constant searching for a fight style thing we get in a lot of other tvt missions.

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The Urban Task Force enjoyed it for a bit. Give it time and more players to work on cool sessions for battle. The beginning preparation is like the rush before the battle. Work fast and organized... Get the pilot into position, move, drop, come back, move, drop, then get ready!!! I am on the east coast, USA and we have others in the UK so if anyone wants to put together a session or have us do it I would think we would be in. Is there a devheaven for this or should we use this forum post for suggestions?

Edited by Tom_Anger

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congratulations on the piece of gameplay.

a question:

is possible that losing the flag not only the return to base, but will also lose 20 tickets?

thanks

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Armaholic Mirror added.

Asked the map devs if adding a parameter that either shows/hides the flag location for the enemy is possible. For ATOW we use a method which only gives the rough area of the flag and in that area you have to find it.

Will try and get a dev heaven page up.

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Awesome work on this guys. I don't think ive been this excited for the tourny Campaign to start in a while. I really hope this game type takes off on pub servers. Its the ultimate team work TvT mode.

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Wow just played the ZARGABAD CITY map and that was some FUN! Its so great to build where ever you want to. 2 guys were camping near the mosque so I just set up my zone 4 blocks to the west and when they came to try and get me I PWNED em.. this truly adds some Tactics. Next time Im gonna funnel them down the road with a road black, then satchel them!! LOL

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Congrats for this great idea of a mission!

Anyone else with that problem that most weapons (handweapons and those of vehicles) seems to be hindered mostly from shooting by some kind of an unvisible wall close to them? Mission was therefore unplayable for me. I tested it alone, with noone else around.

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The airfields and fobs use a zone protector algorithm to prevent griefing (at least that's the plan)

And shots fired in these ares should hit in front of you and cause no damage. The one that's in currently is rather basic and once we've finished working on the internal version of the map which is far more advanced (has Mando/ACE and other mods, additions etc) it'll be udated with the new algorithm by Goschie.

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The airfields and fobs use a zone protector algorithm to prevent griefing (at least that's the plan)

And shots fired in these ares should hit in front of you and cause no damage. The one that's in currently is rather basic and once we've finished working on the internal version of the map which is far more advanced (has Mando/ACE and other mods, additions etc) it'll be udated with the new algorithm by Goschie.

Ok ... ! Thanx for that explanation!

Edited by Herbal Influence

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