Snow Prison map (concept)

Started by neth, November 20, 2007, 10:21:36 PM

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neth

Because I dont want to interrupt the discussion about Jungle map I decided to move my map concept, which I updated about 3 times since beginning.


map: Snow Prison
weather: heavy snow, night
location: North-West coast of Norway, abandoned prison, built in 1930-1940s. The prison was used by Nazis during the war and was finished by them when they took control over Norwegy. It was used to hold and interrogate ally high officers captured during fights. It was known as the place where many people lost their lives in a very cruel way. It was abandoned after the war because of its history and bad weather conditions. Its condition is 3/4 well with 1/4 half-ruined.
As said it is located on top of the cliff on coast. The cliff is not very high tho. From the opposite side there is a road leading to prison but spies dont use it because of heavy guard and expectations of mercs.
The spies get to the location by water and they begin on a very small beach-like, rocky ground.
To get to the place they need to climb up - several ways. When they do it, theres a wall in which there are few passes. There also may be some cooping ways.
Behind the wall there is a courtyard with obstacles on it behind which spies can hide. They are important because mercs see most of courtyard and can snipe from windows - and perhaps tower. They cant launch nades tho, cause there are bars in windows.

2nd part:

After running through the courtyard spies get to the wall. There are doors but constantly closed, so mercs cant ever access the courtyard. Thats also 2nd spawn for spies (orph style). There are many ways to go from there, I wont exactly say what location of which rooms should be on this map but I can name some areas.

Cells

One of the areas is a long corridor. On one side of it you can see cells. There are 2 floors of cells. Its a bit  lightened. The light of moon gets through windows located oppositely to cells, you can see falling snow. Some of the panes are broken. There are no windows inside the cells. Some of them are empty, in some you can see beds, theres a mess. Also the corridor isnt clear. There are random objects not placed as they should be. Walls are mostly grey. You can see dampness and mould. Wall tiles fall off. Between some cells there are connections. Some holes lead to the sewer system and then to other rooms. In few cells spies can put explosive devices which will destroy the wall and create a passage to other rooms. There is also a way to close some of the cells using a ledge, not everyone of them, its broken. They open automatically after about 15 sec. Its important cause if you could close them for no time, it would be too easy to realise that spies are in the room - cells would be opened by them then. When you close a cell, you cant throw a nade into it. It makes a difference when trying to get rid of expl. device, merc has to snipe it in that case or spend time to open cells, which can be closed by another spy using ledge on the 2nd end of corridor - ledges are located on both sides of corridor. When merc gets caught, he has to call his partner or wait till cells open. Same with spies. Theres no passive defence here - no reason for it.

I know im rubbish at drawing, but just wanted to show you how i see it.

http://img219.imageshack.us/my.php?image=pris003xu7.jpg




3rd part:

Death Chamber

Another zone is divided into 2 rooms, theyre med size. One of them is a death chamber. There is a single electric chair standing on a small platform. In the room there is also a spot where you can see 1 ledge and 1 small old-looking hacking panel. Behind the chair, theres a objective-hacking device.
Electric chair stands frontly to the big pane behind which there is 2nd room in which you can see chairs standing. In past they were used by executions spectators. There may be some other objects in the room. The glass cannot be fully destroyed-broken but when the merc shoots, (only) single sniper bullets can go through. This is the idea: When spies want to hack objective in a death chamber they can do 2 things:
pull the ledge (described above), so the curtain falls and its impossible to see what is happening there. If a merc is pro, he usually will know where the objective is and he can try to snipe spy's head from the other side of pane, when he is hacking. Its possible because in hacking position 1/2 of spy's head is sticking out from behind of chair. But thats not all. Spies can also hack the old-looking panel so the electricity goes to the chair for about 30 sec. This gives 2 advantages to spies: 1st: It makes the EMF go insane, flashing merc when hes trying to look in chair's direction. Spies can use their  2nd vision so they see if merc is coming without being afraid that he can turn emf and snipe them easily while theyre on thermal. They can also use camo (or nightvision e.g.). Ofc if merc is a pro he can also try to snipe spy without any vision.
2nd effect of hacking the chair is that electric things start to behave weird in a building (or its part).
As for now, i mainly thought about blasting electric bulbs. They can also start blinking slowly (You could see this effect in a "Green Mile" movie.) Hacking this, could also somehow affect passive defence or other things - but its a task for map creator when balancing it. When you hack objective it could turn lights on map partially.

here's a drawing of that room:



4th part:

The morgue


Another objective room. Its not very big. you can see beds covered with dirty, old sheets. This room can be compared to orph's classroom. Beds are placed similarly to desks. At walls you can see closets with doors for bodies. In the room there are also empty tables. Objective is located somewhere on back.


Kitchen

Long tables for prisoners and a counter behind which you can see big ovens, cauldrons and other kitchen stuff. Everything looks very old and untidy.

Ideas for other zones:

solitaries, attic

Anyone got any opinions ?

Farley4Fan

Sounds good, needs objective planning so we can balance it out with discussion.

LennardF1989

Get your ass into RoboBlitz/UT3 Editor now!  ;D

neth

dont have ut3 and skills in editor.

LennardF1989


Gui Brazil


Gawain

after my final exams (june 2008) i got about half a year free time. if it's not too hard to learn to create maps i could help, too. but i already have problems navigating in finished maps with the 239847827394 lines XD

neth

that would be great, perhaps i can try to learn it as well when exam time ends.

B1nArY_001

Quote from: Gawain on November 21, 2007, 09:37:01 PM
after my final exams (june 2008) i got about half a year free time. if it's not too hard to learn to create maps i could help, too. but i already have problems navigating in finished maps with the 239847827394 lines XD

You'll find those lines start to have meaning and that combined with the fact that you are the one putting them there it doesn't feel as chaotic. It looks pretty overwhelming at first but it's not that bad.

Tidenburg

I've picked up UE editor really quickly, I only started using it about 2 weeks ago when my mock exams started and I feel really comfortable using it now, like Gawain I get about half a year off after my real exams so I'm gonna try and make some CT maps then, at the moment im very busy and making maps is distracting me alot because it's somthing i've been wanting to do for a while :P

Cyntrox

OHYESMAKEAMAPFROMNORWAY!

Ahem. Please? Although the nazis didn't invade until 1940.

neth

Quote from: Cyntrox on November 22, 2007, 08:14:20 PM
OHYESMAKEAMAPFROMNORWAY!

Ahem. Please? Although the nazis didn't invade until 1940.

Show me where I said they had done.

Tidenburg

Quote from: neth
I finished this map last week
:D

Cyntrox

Ah, sorry, my mistake. I read the line about it being built in the 1930-40s, and in the hurry I thought you meant they built it.. Sorry >.<

Edit: Oh, and it has potential to be very creepy... :P

neth

Yeah, intention is to make a creepy, well built map. I really have this concept in mind but dont have editor skills. Perhaps some day someone can use it.


PS. No needs to apologise.