Map Features/Designs/Interactivity

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

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neth

When you bombed a tower it would be very hard to secure objective. Its easy to block stairs i think.

InvisibleMan999

Quote from: neth on November 16, 2007, 08:44:07 AM
When you bombed a tower it would be very hard to secure objective. Its easy to block stairs i think.

well you can always have an elevator. Which I assume you'd need anyway if you wanted it to be a true tower. If the merc has to climb tons of stairs, it'd be almost impossible for him.

Farley4Fan

Well you could make the top objectives exposed so they can be sniped from outside the tower, but make the lower bombing spots hidden behind the walls and unexposed.

VaNilla

I think interactivity is an important part of any game and certainly something a game like Project Stealth could do with some more of, but I also think that when you get too focused on it with a game like this you can go overkill, for example the Splinter Cell we know and love (up until CT, most of us) is all about freedom to do stealth your way, now interactivity is good at times but say you've got alot of options, alot of people might get set about trying to change the map too much, interactivity is creative if you use it wisely but if you have too much of it, I people wont use their creative minds as much and that's something I beleive the team wants to do :P.

Farley4Fan

If you have more options than you can be more creative.  I don't get the logic of your post.

VaNilla

To a limit you have more creativity yes, but if you have too much the game is doing too much of the creative side of playing for you in my opinion, it's hard to explain :P.

Gawain

i think i get what he means. for example, you usually have to hack digger (factory) or crane (steel) at some point in the game so it's basically not more creativity than to find the right time to hack and probably have your teammate covering you while hacking.

Farley4Fan

Well that's sort of a different subject.  The maps should have a good level of interactivity, but not too much to the point where you rely on it or it makes the game suffer. 


Anyone else have an opinion on my jungle map?

Tidenburg

im being scitzo between maps, im just getting used to unreal editor and I've made the tower in the middle, its more like a warehouse though but its quite high with a balcony for mercs. :P
I liked the idea of a forest between the bases, it reminded me of when a stranger calls and her fear of running into the woods, just like a merc being afraid the spy is gonna lynch him...

Farley4Fan

exactly, I was thinking of that movie too lol.  I just think with foliage there are endless places to hide.  And that coupled with camo could make you pretty much invisible in the forest.

Gawain

it shouldn't get too big, and there should be no vents (especially from spawn) to the camps.
what i really like is the idea of a forest, offering lots of possibilities for hide and seek etc.

Farley4Fan

Maybe the vents should lead to exits somewhere in the forest areas, like a hole or something.  Maybe they shouldnt' be vents either, instead they should be like tunnels that have been dug through the dirt and ground.  Actually they should probably lead just outside of the wall, think deftech.  Not saying that deftech was good but it had the same tunnel leading underneath the wall kind of idea.  And yeah that's what I was saying about foliage, endless hiding spots.

Wow I just thought of an awesome action scenario for jungle action.  Say a merc chases a spy into a forest area.  Then the merc uses his torchlight on all the bushes and trees and sees some movement.  The spy turns on his camo and walks a 10 feet away from the merc.  Then he hits an area where the rain is hitting him and he isn't underneath the cover of a tree anymore.  The camo suit shorts out and the merc sees him attempting to get away.  Then the merc chases him into the base which is in a more office sort of environment. 

Just some thoughts I had about how jungle action would work is all.  I like how the environment setting could change a lot and quickly in this sort of map, more variety.

Do you guys have anything to say about the way the map is designed?  Personally I think that urban buildings coupled with jungle areas would be tight.  Think of far cry.  The way urban buildings flow so beatifully with foliage and the outdoors would be cool in a game like this.

VaNilla

#72
Love your map design, maybe there should be a few spotlights on top of the middle tower? I think it would be extremely cool to have a minimum amount of lit areas, one merc on tower, one at ground and both swapping at different times, or they could just keep their position the whole match, I think it would be EXTREMELY cool to have someone frantically using the spotlights on the middle tower to help their confused partner defend the creepy jungle, and possibly make it so when you detach from a spotlight it still stays on and lights up where you have it, making a possibility to snipe from that area. Plus the idea with multiple spotlights is so mercs wouldn't have to take ages spinning all the way round with a spotlight, they could have multiple ones around the tower and in the middle there could be a hole with a ladder there :P.

I mean imagine how cool it would be to have the mercs chasing your partner and then snapping the neck of the spotlight merc and lighting somewhere else up, possibly somewhere you WANT lit up to see what's happening there, etc. I also think you could have ziplines from the tower to all the objectives, since it would be a hard thing to do, climb up a tower with a merc who could look down at any second, it would make the prospect more rewarding if an easy solution to the objectives is up there too.

Plus maybe spys could have the oppurtunity to shut down the spotlights in a certain part of the match, but then be at the risk of lighting up the lower level lights, that's something they would have to make a very tactical decision about depending on their style, what do you think?

Farley4Fan

Spotlight idea is great.  I already have 2 ziplines going from the tower to the objective bases.    Hopefully it would be easy enough to get to the tower as a spy so you don't have a merc just camping on top of it the whole time.  What if a tunnel led right underneath the tower?  That could work.  Possibly when you bomb the tower the spotlights turn off.  I forgot to say that the green lines on the towers are poles that spies can climb up.  They are positioned so that spies aren't so hidden when they attempt to climb them and they can go through the vents connected to the poles if they are discovered. 

VaNilla

#74
Nice yeah :P. But if a Merc is busy using spotlights he's not gonna be watching his back. What if there was a ladder up the middle like I said, but holes in the wall at the side of the ladder you could climb into, so say the mercanary uses his flashlight down the hole the ladder brings you up through, you can climb into a hole either side of you so he can't see you, but these holes could be blocked by defualt, and once you hack something they are open to use, the holes would have to be spaced out too so you can't just climb into one all the time :P.

Sounds good so far? Well I got another idea, say you had a level based extraction type gameplay like Orphanage in CT, once you have the last disk or whatever, a Forest Fire starts, as you roll and scramble your way back through the Forest, lots of trees would be lit up in flames as Mercs frantically chase you trying to stop you climbing over the wall to safety, that would own ass :D.