BF2:Gulf of Oman
From BattleWiki
The Battlefield 2 demo includes the Gulf of Oman 16-player single player map as well as the Gulf of Oman 16-player and 32-player multiplayer maps.
Prima Guides provides a [free sample chapter] about this battle from their guide.
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16-player Version
The 16-player version of the map has 4 flags, all capturable. US and MEC start with a tank and 2 HMMWVs. Note that these HMMWVs are only on the 16 player map; APCs and light jeeps are used on the larger maps.
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32-player Version
32 player annotated map:
The 32 player version of the map is much larger and contains the following: (We ought to put the correct vehicle names in these for the vehicle spawns... also, use the official names for the flag points)
- Two non-capturable points:
- The USMC carrier has two points, with air units and boats, as well as the USMC trailer and radar emplacement. This point is in the southwest corner of the map.
- A fun (albeit not usually game-winning) tactic involves a MEC squad using a boat to board the USMC carrier and deny the USMC their UAV trailer and radar, as well as harrass the USMC players attempting to take off. The carrier's Phalanx guns are deadly -- both during the ingress to the carrier as well as covering the rear deck of the USMC carrier from snipers and anti-tank soldiers on the island of the carrier.
- The MEC airstrip with air units, as well as all MEC equipment. This point is in the northeast corner of the map.
- The USMC carrier has two points, with air units and boats, as well as the USMC trailer and radar emplacement. This point is in the southwest corner of the map.
- Five capturable points:
- Construction aka Center, Central, Crane, North cappable point.
- Construction has a very nice crane to use for sniping. A single sniper can make it very difficult to capture that point, if he hides himself well and moves around a bit when discovered. An assault trooper can also perform the same task fairly well with single shot firing; there'll be less downtime between shots and you'll have more ammo to work with. You won't be able to hit distant enemies, but even snipers will have difficulty doing so from atop the crane.
- The various buildings also work well for this if you'd rather not have as long of a climb. Note that if you stick out over the edge of a building, you may be shot from the ground. Also, on top of a building you won't be in the flag capture radius.
- If you're defending this base, then try to spawn as an engineer and lay down some anti-vehicle mines along the small alleyway between the buildings and the hill to the northeast. This is the only real way for vehicles to reach this flag, unless they make a drastic detour to the top of the hill, so even if they don't run over your mines, you can still block them from entering the site.
- An APC spawns on the road south of this point, and a FAAV spawns to the east.
- Hotel aka East, Pool.
- An obvious sniping point here is the hotel, however it is a little obvious and you are wide open to air units.
- If you hop into the pool near the flag, you'll be able to remain in the flag capture radius, which can be helpful if you're attempting to escape notice of enemy vehicles. You'll be an easy target for enemy infantry near the pool, but enemy snipers on top of the hotel won't be able to hit you.
- A tank and and APC spawn here. There is also an AA gun directly to the north of the flag.
- Rock Fortification aka Beach East, South West, Easternmost West
- A tank, APC and buggy spawn here. There is also an AA gun.
- At the beginning of a round, enemy forces will often attempt to come into this fort from the east. If you're USMC, then, a good strategy is to spawn as an Engineer and mine the road leading down into the base. Your friends will have a clear view of the mines if they attempt to go up the ramp, allowing them to back up and leave via the northern exit, but enemy tanks or APCs coming down the ramp won't usually be able to see them until they blow up, if you place them just below the top of the ramp.
- Olive Hill Fortification aka Beach Middle, Central West
- An APC and buggy spawn here. There is also an AA gun.
- This flag is surrounded by stacked oil drums full of concrete. As infantry, you can jump on the middle oil drum to stand on it, which will let you fire over the top of the barrier while exposing a minimum of your body. If you need to reload, you can duck behind the drum to completely cover yourself. Watch out for enemy infantry that attempt to jump on the opposite side of the drum barriers, though.
- River Fortification aka Beach West, North West, River
- A tank, APC and buggy spawn here, with the tank and APC taking turns spawning in the same location. There is also an AA gun.
- This point is near to the USMC artillery, and thus is an important point for both sides. The USMC can protect their artillery (to some degree) from the base and repair it quickly when destroyed, while the MEC can easily ensure the artillery remains inoperable if they hold the base.
- Construction aka Center, Central, Crane, North cappable point.
- A river, up which boats can travel. On the USMC team, if you need to get to one of the back flags, this is a good way to get there without going over land, which is sometimes watched more closely. Conversely, if you're guarding the Construction Site as a MEC soldier at the beginning of a round, watch for empty boats to appear in the river behind it - this will almost always signify the presence of an enemy coming up the road to the west. Boats are invisible while opponents are driving them, but suddenly pop into view on your minimap when all of the opponents hop out, from which you can infer the presence of enemies.
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64-player Version
The 64-player version of the map adds two new flags to capture.
