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What Map Would You Want To See?

What Map Would You Want To See?

  • More U.S Army/Marine Maps

    Votes: 1 33.3%
  • More ARVN Maps

    Votes: 1 33.3%
  • More ANZAC Maps

    Votes: 1 33.3%

  • Total voters
    3

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
In Unreal
I'm not promising the map would get made, but I'm curious what scenarios you would like to see as a map that would stand out from the selection already in the game at the moment.


My top picks would be ARVN based since there's a lack of them but with so much story left to tell.


Highway 1 - 1975

Game Mode: Territory

Story: As part of the PAVN Hue-Da Nang campaign, communist forces cut highway 1 in half separating the two cities. The ARVN were then tasked with reopening the highway to allow their forces surrounded in Hue to retreat to Da Nang. A large battle ensued with armoured units from both sides engaging.

The environment would consist of a highway cutting through rice fields, towns, and destroyed bridges, strewn with the wrecks of destroyed vehicles and bellowing smoke to show the chaos that was unfolding.

Operation Lam Son 719 - 1971

Game Mode: Territory

Story: In an effort to demonstrate that ARVN forces could hold their own against North Vietnam they undertook an incursion in to Laos and cut in to the Ho Chi Minh Trail. There were high hopes for the ARVN soldiers which took park in the largest helicopter assault in the whole war, opening up a series of fire bases to support ground troops moving up highway 9 towards Tchepone. The situation soon deteriorated with tens of thousands of PAVN troops moving against the ARVN, attacking the fire bases and cutting off reinforcements by blockading highway 9.

The environment is mountainous with ARVN troops defending a series of fire bases and landing zones along a ridgeline with Huey Transports and Gunships in support. The landscape is devoid of foliage through damage caused by napalm and high explosive bombs.
 
An Loc 11-12 May 1972

Game Mode -TE

Defending - ARVN

Attacking - PAVN

Story: The climax of a two month long battle for the control of An Loc. The PAVN launch an all out attack of dozens of tanks and thousands of men.

Environment: A city reduced to rubble, littered with destroyed PAVN tanks and surrounded by bomb craters. Constant artillery barrage and bombing can be heard rumbling in the distance. Unlike the Hue and Saigon maps with would have dirt roads and large grass patches.
 
Upvote 0
Mekong River - 1968

Game Mode: Territory

Attacking: U.S Army

Defending: NLF

Story: U.S Army forces join up with the U.S Navy to pacify the canals and river-ways of the Mekong Delta. Southern forces spawn onboard an LCM which has just landed and deployed its ramp on the muddy river bank, their mission is to reach and capture a village where a suspected enemy radio station is located.

The environment is set in the Mekong Delta which has an abundance of canals, rivers, marshlands and reeds, rice fields, hamlets, and tree lines. Players navigation through the canals and tree lines to flank around open spaces and get behind the enemy. NLF fighters have a network of camouflaged bunkers to slow the attackers down.
 
Upvote 0
la drang- 1965

US air cavalry versus NVA, on up-hill, dense jungle terrain.

US air cav must land troops in a jungle clearing, outside of the NVA headquarters located some great distance up a densely covered, jungle mountain.

The map should be very large, with playable area even larger than that of highway 14. The NVA should greatly outnumber the US on tickets by default design, but should only be given heavy artillery that has a long cooldown, and should not be given SAM support, only RPGs while the US is given heavy artillery and mortar artillery, each with significantly less cooldown than the NVA, as well as napalm strikes with the same low-cooldown, short-cooldown principle.

The US forces should only have a small number of m79s at their disposal, and NO FLAMETHROWERS should be available on this map.

The NVA should only be given their main headquarters on the top of the mountain as a main spawn point, leaving their squad leaders to be relied upon to provide good tunnel spawn support, down the mountain, on the wide-sprawling series of objectives that run all the way down to the outer edge of the US main spawn LZ, leaving the LZ itself spawn protected in favor of the US forces, while not eliminating the possibility of NVA forces harassing incoming US transport helicopters with RPG fire.

The objective capture points going up the mountain should be staggered and there should be multiple dependent objectives per cap, with some caps having independent capturable objectives, especially on the lowlands areas of the map (the first points of contact for the game, nearest to where the US forces landing zone is.
 
Upvote 0