Title: Map For Game
Meph - June 29, 2009 02:26 AM (GMT)

Need to confirm w/ Brim and others on exact location for everything, such as bases, flags, etc.
But this will give everybody an idea of what the field layout will be and how much space we'll have.
Jeffy-CanCon - June 29, 2009 04:00 PM (GMT)
TrojanMan - June 29, 2009 10:25 PM (GMT)
Why not just have both insertions /slash/ staging areas just up the hill from the Castle? Everybody can hang together between insertions and just have a small out-of-bounds area that you can't cross or shoot over to prevent insertion-on-insertion battles. Have the forward edge of that be a no-man's land that you have to stay away from unless you were just inserted (i.e. the 150 foot rule from Western Worrs).
Rather than switching spawn points at a halfway mark, you can flip the direction of the spawn every hour on the hour. One team inserts at the top, the other at the bottom and the next hour they just switch.

It makes spawning really easy and both teams insert together all the time (ESPECIALLY ensures that everybody starts together), but you're basically forced to go spread out into the rest of the field to capture objectives. Plus, since the spawn switches more frequently than just once at "halftime," everybody has to keep looking all around them and it makes it a real 360-degree game rather than just always pushing in a single direction with one team fighting uphill and the other down.
I think this would make sure the field keeps changing and the game stays fresh. I just guessed at the flags, so don't worry about that.
Meph - June 29, 2009 10:43 PM (GMT)
Main reason I can see why not is because of the big base flags that are worth points. The base flags should be hardest to get since they are at the insertion point. However part of the challenge is running with that flag all the way back across the field. This would just be a quick loop over, 1/3 the distance, and far less likely a chance of being intercepted.
However that's if we keep this method. If we just have big flags located elsewhere that you have to run to get and bring back, it might be workable. I kind of like that. Part of the problem w/ most games is that the opening staging area, your base, tends to have a target objective. When the base gets overrun the moral of the people there is down and makes them no longer want to play. Granted it's easy to just say "push harder" but I have played games where the only bunkers available were to those on the other side of the field. Kind of hard to hunker in and push them away when they have all the cover. So it's not always just that simple.
Plus it is drastically different in a pump-only game. I've been on both the pitching and catching side, and the gravy isn't always that sweet, some times it is painful, a little dry even, and either way you will get muddy. [insert more gay innuendos here]
But really in a pump game it is actually different than in a regular paintball game. Firepower plays a huge role in the average Scenario game where the base is overrun. Single shot plinking gets rid of this tool.
Also, it will make the base-ref job easier. Just 1 would be required. 1 clock, 1 ref, and no mic back and forth if/when some speedbump arises. Plus a side can't start early... they'll both see each other enter.
Brimstone - June 30, 2009 01:27 AM (GMT)
I like this plan it works for monstergame. ill think on it 4 a bit
Jeffy-CanCon - June 30, 2009 05:01 PM (GMT)
I like it, Ted.
Meph, I think we would have to get rid of the "big base flag" idea. Just go with the points for holding small bases.
...Or maybe have a single base with both flags, and you have to bring the opponents flag to the insertion area to get the points? Not the firebase, which is too easy to defend. Maybe something close to the insertion, so a team which has lost a lot of players and is thus having a big reinsertion is more likely to get a few quick points.
TrojanMan - June 30, 2009 05:46 PM (GMT)
I love the big "HALO" flags. But what's really the fun part about them? Running them across the field, right? Hey, everybody, look at me, I've got your #&^*in' flag! :P
So why not use a flag system where the objective is to move it? Not necessarily capture.
So how about a shuttle run with two flags? You take your team's flag to the far end of the field and then bring it back. One score. Repeat.
There's that long road at the top of the Hollow's hill that runs neatly down the center of the field. Both flags must stay on that road. The flags are just PVC and cut diagonally at the bottom so they can be shoved into the ground when the carrier gets shot. You can only move your team's flag.
At the near end of the field is a scoring bucket. At the far end of the field are a bunch of cloth scraps of each color on carabiners or binder clips or something like that. You get one point for every cloth scrap of your color that you get into the scoring bucket. You can only carry the scraps on the flag and the flag can only carry one scrap at a time.
Run down, clip a scrap to the flag, run back, put it in the scoring bucket and go back for another one. If you're shot at any time, you drop the flag where it is. If you touch the scoring bucket or the scrap bin with the flag and then get shot soon after, you're still allowed to score (or clip) before walking off.
Alternatively, you could do it with only one flag and both teams carrying it. If the flag has the other team's color, you have to push it to the far end of the field and exchange the cloth scraps before bringing it back.
I actually like that idea better since it'd be lower-scoring and the action is concentrated around a single flag rather than two separate ones. It'd be a push game for both teams that gets more difficult the closer you get to the insertion (and the scoring zone). You're pretty exposed on the road itself, but there's good cover on both sides, both on the tree line and from the little hills. A team could easily set up an ambush or provide good cover fire from either side.
I'd be happy to buy the materials and make a flag.
shadow - July 1, 2009 09:01 PM (GMT)
cool map. don't see a distance scale. what is it, roughly, length and width-wise in yards?
TrojanMan - July 2, 2009 12:52 PM (GMT)
Quarter of a mile (ish).
For some reference in scale, the castle in the upper left is a hair over 3 acres.
greenmtnphantom - July 6, 2009 11:53 AM (GMT)
This will be my first PP so I'm not familiar with what has been done in the past but with all this talk of moving flags I figured I would mention an idea that we may be using for our Stalingrad game.
Guidons, the flags are not at the flag stations but the stations are clearly marked and in order to get points for that station you must bring one of your teams flags to the flag station and raise it, all flags start at your insert point and if you are shot with the flag you post or drop it were you are.
Just a thought.
Jeffy-CanCon - July 6, 2009 04:40 PM (GMT)
| QUOTE (greenmtnphantom @ Jul 6 2009, 06:53 AM) |
This will be my first PP so I'm not familiar with what has been done in the past but with all this talk of moving flags I figured I would mention an idea that we may be using for our Stalingrad game.
Guidons, the flags are not at the flag stations but the stations are clearly marked and in order to get points for that station you must bring one of your teams flags to the flag station and raise it, all flags start at your insert point and if you are shot with the flag you post or drop it were you are.
Just a thought. |
That's interesting.
papaintballer - July 7, 2009 02:37 AM (GMT)
Id rather control a zone then run a flag around, but thats just me.
However the BEST thing about this is the playing field! our field will finally see use!! muahhahahahhahha. Gonna try and get up there this weekend to do some work on the firebase.
Jeffy-CanCon - July 7, 2009 02:23 PM (GMT)
A couple of comments from the CanCon forum...
"Looks like 65% of the players will be in 35% of the space"
"There's not enough cover around the firebase, for attackers."
Noodles - July 7, 2009 03:04 PM (GMT)
Perhaps we could expand the perimeter to include some more woods around the firebase, for those who like to be sneaky.
TrojanMan - July 7, 2009 03:34 PM (GMT)
IMO:
There's only going to be 80 players on a team.
If you really want to hold the firebase, you're not going to be doing a whole lot else.
There are a lot of little berms and tall grass behind the firebase. I think you could easily sneak around (standing up) as it is if you wanted to. The South road alone provides enough cover to get up to the one corner. Plus, if you remember the opening salvo of PPII (basically the only good part of the game), we were easily able to get fire onto the tire walls with good accuracy from decent cover. I remember making quite a few shots on the wall from the satellite dish and truck. It's only maybe 50 feet. And once you get a few guys close in, they can easily keep the defenders pinned down enough for the outside of the walls to get swarmed. The strong point of the firebase is actually the little houses behind it.
The way this map is laid out (depending upon where the flags get placed), the firebase really isn't a great strategic location. It's far away from the spawn points and can't really direct fire to any other major area. Perhaps it's nice to have, but it's not going to win the game for either side. The manpower required to hold it is significant, too, so that team is going to be weak somewhere else on the field.
Meph - July 7, 2009 05:04 PM (GMT)
I merely wrote in the red lines along the back (farthest right on that map) of the field because that's where there is already some yellow rope/tape. If wanted we can see if it's possible to expand it back 20 feet or so. Enough so that if somebody wants to crawl along the tapeline through the trees then can. Though really there is mid-body height grass across basically the entire open field areas so sneaky sneaky won't be too difficult there even.
papaintballer - July 7, 2009 08:26 PM (GMT)
its all about knowing the field :P
Theres alot of spots around the field where you can literally walk and back door almost any person in any spot on that field. On the side of the field facing the Main road theres alot of fox holes and hills and what not, behind the field is a few spots with some low levels. Having the field boundaries extended out though would be pretty nice, It'd allow people to get around the back of the field.
puffin - July 8, 2009 11:39 AM (GMT)
CanCon Forum - It was conceded that areas on the map which appear to be naked ground, actually feature pretty decent cover.
Much of that "open ground" has depressions and folds in it.
From PP2, I recall it's possible to move against the firebase using them.
Trojan's correct in his analysis of the firebase.
It's a sprawling complex that requires a significant force to be held effectively.
However, adjusting the tape lines to include a bit more woods won't detract I believe.
Looks good.
Chris
Brimstone - July 8, 2009 09:33 PM (GMT)
alright, i like the idea of the spaws being on the same side, ill expend the exit point as to allow players to venture further into the field . Im doing this for two reasons, keeps the players on both teams in the shade, and stops the firebase from being a spawn point. im going to finalize the map tonight.
papaintballer - July 9, 2009 04:31 AM (GMT)
were gonna try and get up to the firebase friday or sunday and put in some new bunkers and maybe a fresh coat of paint in some places to get it ready for the event. Perhaps move some barrels,spools and tires around. We have some more camo netting to put up, and might go get some burlap to place over the top of the tower or something.
Crimson Death - July 27, 2009 02:31 AM (GMT)
crazyorigin - July 27, 2009 09:55 PM (GMT)
Man, that field layout looks awesome, i realy like the side by side staging area's, it will be very interesting.
Brimstone - July 28, 2009 04:16 AM (GMT)
mephs concept is well, when i was at the field I saw how i was going to do it there are going to be a line that the opposite team can not pass as to avoid being trapped in your own dz. flag stations will be moved around a bit. I have an interview thursday at 11 so ill be there around 5 oclock and will be setting up as soon as i get there and most of friday. anyquestions be sure to ask.
game on at 10 briefing at 930 no exceptions if your not on the field don't blame me
lunch at 1 game on at 2 over at 5 prizes at 6
one mission, find miss piggy get a phantom
papaintballer - July 28, 2009 09:12 PM (GMT)
if any of us are there when u get in brim, we'll help you set flags up if needed.
And this year that phantom shall be mine! im out for vengance after walkin past the chainsaw about 42,000 times.
Crimson Death - July 28, 2009 10:16 PM (GMT)
| QUOTE (papaintballer @ Jul 28 2009, 04:12 PM) |
if any of us are there when u get in brim, we'll help you set flags up if needed.
And this year that phantom shall be mine! im out for vengance after walkin past the chainsaw about 42,000 times. |
yea when I found out where the chainsaw was I was pissed.