| 01-05-2007, 03:23 AM | #1 |
I'm not sure if there WILL BE new levels, but if there are, I believe it would be nice to get a bunch of ideas for those future levels. I would suggest giving a description of sniper points, why it would be fun, what makes it unique, and where the bases and flags would be. Also a picture of the layout would help give an idea of what you are thinking of would be helpful if you have trouble putting it into words. However, keep in mind that the water is red (because of lava), there is already a custom cliff, and that many people have terrible computers. (laggy levels suck) Level: Cliffside Size: mid-small (lava sized) Description: Along a long, tall cliff (cant see top of cliff) with 4 levels, the higher the level you are on, the higher fog you will have, making it harder to aim, and the thinner the lane is. In the middle, there is a boulder which blocks the middle 2 lanes. The boulder can be destroyed, but when it is, avalanches and rock slides will begin to fall down the level (closer to the middle). Around the flag is a small lab protruding from the cliff. This map will have a high emphasis on environmental interaction, teamwork, and avoiding being pushed off. This map will have a low emphasis on grenades and camping. |
| 01-05-2007, 04:31 PM | #2 |
Just a quick idea Fortress: Similar to both Trench and Outpost; holding the centre is the key to victory, as it is the highest ground, and has all the power-up spawns (green in image). To keep the map open to both teams covered access points are provided to the centre, so you can sneak up behind enemy snipers. The flag is down a long closed in path, so once you go down you need good support from the centre. It is difficult to be killed from the team spawn point’s, but one grenade down there will wipe you out. Gameplay is about controlling the map, although it is very difficult to cover every angle - always giving the other team a chance. |
| 01-05-2007, 09:48 PM | #3 |
@Alexander244: I like the lil battlement things, where you can shoot out of then move behind next one! Perhaps there could be new maps that provide a different type of game? Like, I'm not sure where this idea comes from, I think Unreal Tournament... There is a ball in the middle of the map, when you run over it, you can no longer shoot, but when you attack, you shoot the ball. (The ball would physics similar to the acid gun, but perhaps a lil further, and bounces (off walls too, for trick shots, lol), so it would take skill to pass it to a teammate). If the person holding the ball is killed, they drop it. To score a point, you have to shoot the ball into the enemy "goal". Perhaps the person who is holding the ball might move slower and disable jump? Not sure... but that would encourage more passing between teammates. Another map where the goal isn't to capture flags could be: One team is attacking, one team is defending, the game lasts for ten minutes (then attacking team defends, defending team gets their turn at attacking, for another ten minutes). The terrain wouldn't be symmetrical, the defending team would have the advantage. The map size would have to be quite large, so it is not completely impossible for the attacking team to win. It would be quite fun, and a break from standard games, because one team wouldn't have to worry about defending their flag, they can all attack. Right at the back of the enemies "base" could be an objective (assasinate someone?, steal something? w/e...) and the time taken for the attacking team to complete this objective would be recorded... then the defending team has a go at attacking. The team with the best time would win. If a team failed to complete the objective in ten minutes, the other team would win if they managed to complete it at all. |
| 01-06-2007, 06:33 AM | #4 |
HighSide The HighSide is an area that is in a high, mountaines region, where the enemies' location is unkown, almost every point on the map has random size, Up, Down, dead-ends and such. Size: Large. Kinda a nondeep description, but I can't say more than Mountainious and High and Low locations. |
| 01-06-2007, 09:16 AM | #5 |
For game modes: You could have a mode where the flags were replaced with a high hp unit, say 1000 hp. This unit would take reduced damage from snipers and long range weapons, and normal damage from close range weapons (include c4/grenades). When it is killed it respawns 10 sec later (like the flags) with full hp. The winning team is the one that kills it the most in 20 min. Also give it a high hp regen, so it is not only about how much damage you do, but holding the enemy teams "flag" area until it is killed. |
| 01-16-2007, 01:56 AM | #6 |
How about, just for fun, there could be a FFA map. (Would be just for quick games on bnet or lan with few friends or something) Everyone would start in the centre of the map and would be invulnerable for 10 seconds or so (to get to a location by themself). There would be "rounds" and you do not respawn until the end of the round. The last person left alive wins the round, and gains a point (the multiboard would have to have another column for "wins"), then a new round starts. There would be no buying items / changing guns at shops, at the start of each round, everyone is given a setup of a gun and some gadgets (this would change each round). Eg. Round one: Weapon: Sniper Rifle Gadgets: 2 Cameras, 4 Barricades, 4 Medkits and 1 Gas Grenade (or something like that). There would be a theme for each setup, this theme is focusing on sniping (in the first ten seconds, you would place your cameras around, then find place to hide and barricade a defense, if you know where a sniper is on a tower, throw gas grenade then snipe when he comes down lol). Round 2: Weapon: A new weapon specifically for this round: Like sniper rifle, but deals no dmg (well deals as much damage as c4 has life: if c4 / explosive barrels have 1 hp, then it deals 1 damage. Gadgets: Unlimited (99 or w/e) C4. Basically, you are meant to kill the enemy with only your c4 (would take ages by shooting enemy with your gun). It is strategic whether you drop your c4s to be offensive, and eliminate the others, or find a sniper location, and focus only on hitting enemies c4s when they plant them / when someone comes close to kill people. There would just be different themes for each round, and setups that would make the game fun. Perhaps there should be more player "kits" (items and gun) than the max amount of rounds, so it is different every time. Or maybe, there should just be 5 (or so) kits that are really fun and have a good theme to them (with the items working perfectly with the weapon), rather than just having a whole lot of random ones. Whatever works best lol. For the map, there wouldn't be sniper towers that give you a massive advantage, raised areas would be very small, and would be enclosed around the back, and wouldn't give you enough room to dodge a grenade (aoe would be same as sniper tower). The enclosed back of the tower makes it so if they overshot slightly with the grenade, it would bounce back and hit you. However, it would be quite high up so you would be able to see a large area. Other levels could also have a different play-style (although these would be more serious levels, not just for fooling around in public games (ie. FFA)). How about having a level that os similar to counter-strike (in that if you die, you are out until the round is over). Not dying would be very important in these type of levels (at the moment, it doesnt matter too much, you can suicide etc). There would be an objective (like capture the flag), but you could also win the round by killing all of the enemy team. Perhaps this could even be a option on the host's level chooser: They can choose whether they want standard respawn, or rounds. That actually could be quite cool lol, it would give the game a lot more replayability, if you got tired of the respawning etc, could do a more serious game (also if the option to turn on team-killing is included?). For these round maps, (if you give a choice for rounds, the FFA map would be round based even if normal elim was chosen) the initial 5/10/15 minute vote would have to be translated into rounds, the number based on how long your tests would show each average round lasts for. |
| 01-20-2007, 05:12 AM | #7 |
Heres my submission: I know you cant see the cliff heights so well, but the areas with the little raised thingies are higher. Black = Base Green = Powerup Yellow = Flag I made this quickly so it could use some changes.. bigger place for the flag for example World editor was being retarted and not letting me place ramps in some places.. the left side has no problem though. To the right of the bottom flag should have a ramp, along with the upper area leading from the base to the flag. |
| 01-20-2007, 02:17 PM | #8 |
Onslaught A large assault-type map with many possibilities. The centre is a challenging area, covered from all angles, and containing narrow walkways in between lava pits. The only respite are the two powerup spawns. Once the team battles across this area, they face an uphill struggle to the enemies flag point, to deposite their flag. Due to the nature of the map, it would play best with round-based play. So, when you get your flag to the enemies flag point, with their flag there, all units are returned to their spawn point, and you score 1 point. Another idea I had was a low gravity map; basically anything that arcs would go higher and take longer to come down. Movement speeds would also be reduced. |
| 01-20-2007, 02:48 PM | #9 |
Ooh... low gravity map would be so cool... Maybe just make sure there's something to block people from getting out of the area, like some wall. |
| 01-20-2007, 11:08 PM | #10 |
Onslaught looks really fun actually. Imo we need more (and better) levels with lava. Vengeance Size: Small Type: Assault (carry the flag to the enemy side) Description: Vengeance is a fast paced, close quarters assault, with both close combat and sniper points (8 basic sniper points to be exact). The center is the only way to get to the other side, unless you get a very lucky jump on one of the sides, making for a constant game of tug-of-war, where every gun and gadget is useful. This map would be good for small matches, and extremely intence during large matches. P.S. the one tile walkways are walkable like in the middle one on Lava. Edit: forgot to say the flag spawns at the same spot as players. |
| 01-21-2007, 07:32 AM | #11 |
Bridge Too Far Two bases seperated by a single long bridge, forcing players to strategically push into the enemy base. 6 sniper points, making it even harder to capture the flag. This is my favorite terrain work so far. There are 2 bases, each with 2 sniper towers. Inbetween them is a long bridge, with 2 ramps on the sides. Red = Base Green = Item Blue = Flag |
| 01-21-2007, 01:29 PM | #12 |
A couple maps too narrow on pathing. Exspecially Assult.... |
| 01-23-2007, 04:36 PM | #13 |
An abandoned research station on a lava covered asteroid. Has some fairly useful inbuilt technology, unfortunately this has been in a state of disrepair, and is prone to failure. The station has been flooded with lava, as its defences were long ago breached. Features: Low Gravity: The artificial gravity is running low on power, and is not able to fully reproduce normal gravity. Everything that arcs goes up further, at the same speed, so takes longer to complete its arc. All weapons have a greater range. Jump pads: A piece of experimental technology, that now runs on the fragmented power circuits of the station. If you land/walk onto a jump pad, you will be thrown up away from the centre of the pad. The further from the centre, the lower you arc. If you land in the centre, you will be thrown straight up. There should be a high need for precision. Once a jump pad is used, it is turned-off for a few seconds (due to recharging). This makes strategic use important. Grenades and shrapnel also bounce off them – to the same effect. Alien spawn: An experiment gone wrong... ¾ of the barrels are normal barrels, ¼ are “alien spawn” - use the egg sack model. When hit they explode acid damage; same effects as acid gun, but with 100 total damage. Larger AOE than barrels. |
| 02-20-2007, 05:07 PM | #14 |
Strife Has two battlefields, one at the top, one at the bottom. Each team must be able to defend both, and push forward to the flag in one. There are lots of platforms, making sniping important, but due to the assault-requiring nature of the map, a charge with shorter ranged weapons is still essential to reach the flag. |
| 02-20-2007, 07:01 PM | #15 |
That lab station is a good idea, cept the map could use more work and bullets' speed should be reduced to 1/2, movement speed reduced by 1/3, jump range and height increased so you jump further and up cliffs. |
