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Map: Locomotive

Started by Heliocentric, March 12, 2007, 01:47:01 AM

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Heliocentric

My third map idea, you'll notice a trend this is by no means original.

This map is a traditional 3 stage linear progression map with 3 set pieces.

Set piece one, the mercs must get on the train and activate emergency evacuation (this will change their spawn from a merc truck at the gates of the train station to a "cyro bay" on the train, i would love so much for the player to actually step out of the pod and the number of remaining frozen mercs dictate the lives. Also, this cyobay could be set into deep freeze by a spy meaning no more spawns until another merc reverses it.

Sounds daft, but this objective is actually a merc job, once the train is moving the train can only be boarded by the roof as all the doors will shut and he merc spawn will be much closer to the objectives, the roof spawn will be justified by a helicopter which be dangling an anchored ladder ^_^

So, lets not get ahead of ourselves. The trains objectives are irrelevant of the train moving, but, if 1 spy can slow down the mercs getting on the train the other has freedom to hack the objectives.

Engine room, can be used to stop the train, if the train stops the doors open in a generic forest with high impassible sidings, also mercs are discouraged from going outside due to the helicopters turret. If the train is started and you don't get on the train and get left behind for whatever reason you fade to black and lose 1 life.

The spies can move freely on the roof, but its often transparent to em vision, and not bullet proof in alot of compartments (not here the spy spawn is though). Also the spies can pole slide at set points to the underneath of the train and climb out vents and such.

Let it be realised this is no normal train its a wide one about 10 meters across, yet it will bare many traditional train hallmarks, a baggage compartment, toilets with from the inside open able closable windows. These will prove a great escape method, or a way to let a friend into the train as a spy, both mercs and spies can quickly open and close them and mercs checking the toilets risk exposing their necks to snappity death from behind.

So, objectives? I'm thinking the spies could be doing Aquarius style security hacks that make the mercs job harder and progress the mission, one could destroy the IFF on the door sensors causing door to open for spies too, or require the mercs use the retinal for important doors leaving them exposed. careless mercs will smash windows with nades opening up more entrances for spies.

I really cant think of a thematic to the objective of the train, that's original.

But, it will end as a nuclear explosion, yes the train will bring that pink-white blast at the end of stage 3 of the mission once the nuke goes critical it cant be disarmed (a 5 sec reverse able hack) it will go critical after 30 seconds. and then the spies get 30 secs to run for their helicopter (lawl, they are dead anyway ^_^)

On alternative for completing the mission (as in both will be methods of ending stage 3 in a finished map)is to do a co-op hack 1 rappelling on the outside of the train where he can be sniped from the fair end of the train(on the same side as closely passing trains on the other side meaning you have about a 1 minute window to complete this 10 sec hack, (so only 50 secs) both players must hack their objectives at the same time (its a co-op move of sorts). This causes the warhead to be dropped off the train (it thinks its stationary and unloading and a crane arm dumps it.

So, no nuke blast, but co-op hacking awesomeness.

Btw, any suggestions on mapname? i dont like Locomotive, sounds too comercial.

InvisibleMan999

#1
I always hated the idea of 3 stage hacking. It's like trying to create 3 maps in one, and I just don't get the point. Most of the time it really promotes rushing gameplay. I can't count the number of times bank gets won just because spies rush from objective 1 to objective 2 and speed hack it before mercs can get there.

Plus multistage maps are just harder to balance, because you've got to balance all three stages. They usually turn into aggro-fests too.

If there are any multipart hacks, I'd prefer them to operate in a manner where the old objective sremain. So for instance, if you've got objective A,B,C, hacking A may open up Objective X, but B and C remain active. Hacking B may open objective Y, and so on.

But it doesn't become an issue where the entire level changes because one thing got hacked. That was kind of a cool idea but it rarely actually worked out well in practice. If anything, we need to avoid linearity in our levels. Things should look like factory, with multiple ways in or out.

Heliocentric

Woo! Feedback.

I just like the big pic pressure finish. But i'm with you on linearity being a problem, but  atrain does sorta feed the idea.

I guess that will be the greatest challenge, making the train not linear.

so, say you need to complete 3 objectives, but if you suscsesfuly cut the last wagon from the train(which contained the merc spawn) the mercs spawn in the barrarcks part of the nuke carrage and its doors open allowing the nuke to be hacked.

But the spies could still win not hacking it if they get other stuff.

goodkebab

I love a train idea,  but what makes it special is that it is still a train.  ie: 3 meters wide

The problem with gameplay is it is purely linear in layout, providing easy chokepoints.  I think if we can avoid chokepoints all together it might be a lot of fun.  The problem with sector based maps is that they create chokepoints as well...so i dont think we can have sector based maps. 

1 note,  it will be to much work to create a changing environment.  The level would have to be entirely on the train while it is moving.

iservealot

Quote from: goodkebab on March 27, 2007, 01:35:21 PM
I love a train idea,  but what makes it special is that it is still a train.  ie: 3 meters wide

The problem with gameplay is it is purely linear in layout, providing easy chokepoints.  I think if we can avoid chokepoints all together it might be a lot of fun.  The problem with sector based maps is that they create chokepoints as well...so i dont think we can have sector based maps. 

1 note,  it will be to much work to create a changing environment.  The level would have to be entirely on the train while it is moving.

Or, you can make the environment move. ;0

Heliocentric

yea.. i mean fundementally that was the core idea, a train that feels like its moving, a nice persistent train noise and lots of alternative paths on the train. oh.. and if its small, lots of hiding places.

Overhead storage compartments, toilets, lots of windows to hang out of if broken.

can run along the top of the train as spy, even crawl underneath if holding onto a bar which isnt always present, if at all possible, i'd like the pipe climbing to support multiple paths. Such as either carrying on along the train, or coming out along the left or right.

Cutting a cabin from the train would a nice objective (instant death to anyone abord that 1 cabin and a other end of the train spawn for the mercs).

Maybe have occasional train going the other way to add to the atmosphere.

I'm  more than happy to drop the sector based idea, i'm limited in my scct experience to nub matches with friends. I'll admit that a standard free for all with a security hacks makes for a much more intense game with less lameness.

But security hacks on a train? the obvious one is motion doors that only open for mercs getting hacked to be free for all or heh, only motion open for spies while mercs are forced to activate retinal scanners :)

lights are an obvious override.

But, i tyhink the train "stopping" is quite possible, outside textures would be swapped and the area would cease to be a "killzone".

i'll admit the train speeding up could be an odd one.

If the engine suports vehicles awesomely? maybe a vehicle on a looping track could actually be done, but thats pie in the sky.

Tidenburg

if this is in the future why not have a wide big-ass train like a passsenger version of the one at the end of gears of war.

Overstatement

Historically, have trains gotten wider? And CT was like 2007.

Fitty_cent_rappa

hey helio lets not get too carried away here...unless we have pro map makers and everything to make it happen i dont think it could happen...if we make all that crap the game is gonna take a long ass time to download

Gawain

ply some1 kick 50cent rappa, i can't stand his stupid posts any more ::)

i really like the idea of a moving train with possibilities like cutting off wagons (would be awesome if the spies could so this between all wagons), the ability to snipe better in curves, trains going the other way lighting the outside and the inside through the windows and killing any spy hanging at the side etc etc.
there are endless possibilities of making this map more interactive. i don't think linearity will be a big problem so that vents had to be spammed, if the spies could climb on the outside of the train (where they could be sniped if a merc goes to the last waggon, but he can get lost due to cutting off this wagon etc). there are also many hiding places, just imagine all the seats...
this stuff has some potential :D

Tidenburg

What does everyone think about extraction? I was thinking like in bank, you do two objectives the you have the final object (safe) then steal an artifact and extract it before the mercs stop you. I've always thought this makes story more fun because otherwise it aint really story, just hacking. Story should have more than one thing to do and I enjoyed the intensity that extracting brought to the game (one of DA's only improvements)

Gawain

extraction = disk hunt in scct lol

Bionic-Blob


Succubus Dryad Of The Undying Comet

Extraction - Disk stealing, like the Office and Waater Tank on Aqua

HeroFromHyrule

I wouldn't mind seeing some side objectives that you only get one shot at, and if you complete them it in some way changes the level to make things easier for the spy.  If you fail to complete the objective the first time you try it, that objective goes away and you cannot try it again that round.  Obviously you need to have plenty of alternative objectives for the spies to complete for victory, but say one disk return objective (a la Office or Tank in Aqua) that if you return the disk in one try it counts as a completed objective and also changes the level in some way to benefit the spies.  Note that when I say completing the disk in one try, I don't mean you can't die.  You can die as long as the other spy picks up the disk before it "expires" or a Merc picks it up.  These objectives could really spice things up as long as they are worth the effort to complete/protect.