Map Features/Designs/Interactivity

Started by Farley4Fan, November 10, 2007, 12:46:16 AM

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Westfall

Yea, it was built in 1789..old place...George Washingotn and Thomas Jefferson stayed there when it was a hotel....now its a restaurant...who knew...creepy fuckin place at night..

Farley4Fan

creepy maps like orphanage but better would be sweet.  It would be like FEAR for the mercs lol

Westfall

Quote from: Papa Skull on November 12, 2007, 07:27:18 AM
creepy maps like orphanage but better would be sweet.  It would be like FEAR for the mercs lol

I think there should be darker maps that require more stealth in them. This might make games more intense.

Spekkio

Quote from: Papa Skull on November 12, 2007, 07:27:18 AM
creepy maps like orphanage but better would be sweet.  It would be like FEAR for the mercs lol
Orphanage ain't that creepy. Rush to the next floor before the mercs can catch up and you win.

Westfall

Quote from: Spekkio on November 12, 2007, 07:45:50 AM
Quote from: Papa Skull on November 12, 2007, 07:27:18 AM
creepy maps like orphanage but better would be sweet.  It would be like FEAR for the mercs lol
Orphanage ain't that creepy. Rush to the next floor before the mercs can catch up and you win.

Sad but true

Farley4Fan

Just the map itself is creepy.  Not how it plays.  Those dim lamps really set the creepy mood there. 

AgentX_003

hmm to prevent the spies from doing that hmm how about by having restrictions on certain maps so you cant be all aggro  , but to use stealth ie. orph


-Thanks Murdy for da Sig <3  xD

Farley4Fan

Wow!  After playing COD 4 I really want to sneak around in a ghille suit lol!!!  That was a tight ass mission if you know what I'm talking about.  Pretty much a ghille is a suit with a bunch of shrubbery on it to help you blend in with foliage.  Not suggesting that it should be implemented into this at all but it would be cool to see a game that was fully devoted to using that kind of camoflauge. 

That being said a jungle mission, night or day, is possible imo.  You could give the spies ghille suits, but you wouldn't have to.  Spies could rely on cover and foliage to sneak around.  I really would like this with some rain and lightning.  Anyone else want a jungle mission?

My Map Wanted List:

Jungle Map
Train Map - Moving Train
Creepy Maps - Make mercs piss their pants and spies use shadows more often
Hangar Map or Airport - Has Parked planes with objectives inside
Construction Yard Map - Has cranes constantly moving things and changing the map
Cargo Ship - Possibly moving
White House Map - Would be cool hacking into the oval office
Warehouse Map - Has conveyor belts that can be turned off and on, moving boxes provide cover
Mercenary Stronghold - A lot of security and air vents
Carnival - I don't know it would be cool to sneak around in a big carnival tent lol

All I can think of right now, I'll come up with some more later.


All of the maps should have a good amount of interactivity that give the gameplay variation but keep it balanced. 


Tidenburg

Airport sounds fun. Im gonna try that it UE.

neth

#54
Perhaps we could say more about our map concepts and ideas we have. If some of you have some sketches in mind it would be cool to show them here so we can talk about details. Also it could help the map makers to feel what we mean


I have this idea:

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


frvge

It's good, continue.

Mind that the spawn shouldn't take too long.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gui Brazil

Quote from: frvge on November 15, 2007, 07:10:34 PM
Mind that the spawn shouldn't take too long.

I believe no spawn should be any further than Orphanage's one.

Zedblade

Quote from: Spekkio on November 12, 2007, 07:45:50 AM
Quote from: Papa Skull on November 12, 2007, 07:27:18 AM
creepy maps like orphanage but better would be sweet.  It would be like FEAR for the mercs lol
Orphanage ain't that creepy. Rush to the next floor before the mercs can catch up and you win.

That has nothing to do with atmosphere. How the map plays and it's atmosphere and ambiance are two completely different things. Orphanage is one of my favorite maps because of it's excellent atmosphere and mood. Just because you wanna rush through it for game play reason's doesn't diminish the fact it's a creepy map.

Gawain

orphanage is one of the maps with the best athmosphere. i also love the athmosphere of cinema, hospital and scherm. what all of these maps have in common is the fact that they are way darker and play with the lighting.

Farley4Fan

 I made a diagram of an example of what a jungle map could look like.  Read my description!! 

Description:

  Dark outside, lots of dense foliage.  Lightning and rain are the weather condition.  The green represents area of dense scrubs and bushes.  The white is just areas with no foliage and rather dirt and bright lights.  From the spies spawns there are underground tunnels or passageways that lead to the middle tower and both objective bases.  You can hop over the wall and sneak through trees and darkness or use tunnels to get somewhere faster. 

Inside the 2 bases each have 1 terminal and 1 disc.  Each base has multiple ways to sneak in ( vents, doors, coop spots ) and they each have 2 floors.  To get to the disc on the upper level, either use stairs or do a coop move from the outside into one of the windows.  The terminals are directly below the discs, but can only be accessed by infiltrating the bottom floor, which would be pretty hard to do depending on mercenary skill level.  The middle tower has a bomb objective, if you bomb it, all the lights in the bases go out.  The lights outside flicker on and off and get pretty dim.   There are a few ziplines, indicated by red lines.  Mercs spawn pretty much on either side of the middle tower in little huts like the ones found on Polar Base.

Remember that mercs aren't limited to using the lit pathways, they can always go searching in the dark jungle area, but it isn't always a great idea.

For sake of balance you could add a terminal either at the bottom of the middle tower or between the two bases in some foliage cover.  This is just a diagram remember, you could change a lot about it.  You could add a few buildings between the merc spawn and the base near it.

So what do ya think?  Anyone want to post their ideas of possible maps?