RS2: New custom map: FirebaseGeorgina

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author image by Powerbits | 3 Comments | 13/08/2017
  • PBS
  • CUSTOM

Again some great new maps have been added to the POWERBITS GAMETEAM MIXED server:

FIREBASEGEORGINA

  • Mode: Territory
  • Historical background:  May 5th, 1970.

    The Vietnamese dry season is coming to an end, and the monsoon winds of the rainy season carry cool, wet air from the sea to the highlands. On a small hilltop in Gia Lai province, an American platoon sets out from Firebase Georgina to patrol the area below.

    This map features six objectives:

    • A – Contact
      While on patrol in a grass field, an American platoon take fire from across the half-planted
      rice paddy to the south, and try to hold out at the low berm between the fields.
    • B – Burn Zone
      A defoliated zone, still smoldering with napalm residue and steaming with unexplode
      howitzer shells. Quick sprints from crater to crater are the only way to survive.
    • C – Ammo Cache
      An old French villa, destroyed some time ago by Vietnamese fighters. The thick
      Vietnamese jungle slowly creeps back into the walls of the house, but the clearing it
      provides is still wide enough to serve as a mortar pit. The American patrol destroyed the
      munitions cache here before meeting resistance further south.
    • D – Rice Fields
      Though ready for harvesting, the inhabitants of the village up the hill are no longer there to
      harvest it. While standing in the field, there is no cover of any sort, but crouching below
      the tops of the rice provides excellent concealment.
    • E – Thac Nuoc Village
      Once a small fishing and farming village halfway up the flank of Hill 569, abandoned since
      the establishment of the American firebase up the hill. It is located on a small stream
      between two waterfalls.
    • F – Firebase Georgina
      Built to observe and provide fire support on the fields and jungle below, Firebase Georgina
      houses a platoon of GI’s. Bunkers and a communications trench defend the southeast
      approach.

    The map is 30 minutes long, and has 650 NVA tickets and 525 US tickets.

  • AUTHOR NOTES:  This map is semi-fictional, and was partially inspired by the Battle of Fire Support Base Ripcord[en.wikipedia.org], which also occurred in the late spring and early summer of 1970. In the case of Ripcord, the US 101st Airborne was preparing to carry out operations in the valley below when they were unexpectedly attacked by the PAVN 324th Div., while in this map the a platoon of the US 17th Air Cav. has patrolled through the valley below before meeting an unexpectedly heavy ambush from PAVN regulars.

    In part it was also inspired by the original E3 2015 reveal trailer for Rising Storm 2. I was very excited by the wide open spaces shown in that trailer, and I’ve always felt that RO/RS maps have never really taken advantage of open spaces as much as they might have — Bridges, IwanBerg, Ogledow being obvious exceptions, but these are a few custom maps out of many. The two factors combined to inspire me to make a map using as little vertical and man-made cover as possible, at least for some objectives, while for others I went for the somewhat easier option of houses and sandbag walls.

    It also incorporates some ideas that may seem stupid on their face. On objective D, for example, there is absolutely no cover of any sort, but crouching players can find effective concealment behind rice. If this objective design turns out to be a terrible idea that only leads to confusion, I am open to changing it, but I would like to at least see it in action. The crazy ideas sometimes work.

    In general, smoke grenades, flanking, and commander abilities will be very important tools on this map, which hopefully will encourage a more tactical style of play. The current map version has only one static radio, and only one ammo resupply, both located at objective F. This should also lead to more communication between team members and more scavenging of weapons from the dead, two things I’d love to see more.

    In the future, I’d like to add NPC Huey flyovers, as this map isn’t balanced for player-controlled helicopters, but I still want to capture more accurately the feel of the E3 reveal trailer. Also, part of my reluctance to include resupply points in parts of the map other than F is just that I don’t see any logical reason for them to be there, so if I could include NPC Hueys delivering ammunition resupply, I would be much more willing to add resupply boxes. And as this map is PAVN-attacking, it is best played with BeskarMando’s Offensive Northern Sappers mutator.

AUTHOR: Zachery Moe

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