Map Features/Designs/Interactivity

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

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Farley4Fan

Yeah dude there are 5 objectives on this map, as already stated.  And if you only have to get 3 of them, then there will be 2 left over.  I was saying 4 objectives other than the bombing objective in the tower, so if you have one guy camping the tower, then 2 or 3 objectives won't be covered depending on the other merc's position.  It's a pretty balanced map.  There is no place or position on the map that is totally overpowered and a main camping spot.

Gawain

learn math papa. 2 is not 3.
polar base is a bad example for map design, it's all about knocking out/killing one merc and/or running in circles from objective to objective around the central tower.

InvisibleMan999

Quote from: Gawain on November 19, 2007, 02:35:32 PM
learn math papa. 2 is not 3.
polar base is a bad example for map design, it's all about knocking out/killing one merc and/or running in circles from objective to objective around the central tower.

Yeah polar is horrible. You pretty much can't win that map with stealth at all.

Cyntrox

Quote from: Gawain on November 19, 2007, 02:35:32 PM
learn math papa. 2 is not 3.
He said there would be five(5) objectives. You only have to get three(3) of them. 5-3=2.
Quote
on a balanced map, you usually have 2 more objectives than necessary to finish the mission

Gawain

i'm sorry papa, i was in a hurry and didn't read properly; of course, 3/5 is ok.

Quote from: InvisibleMan999 on November 19, 2007, 04:17:22 PM
Yeah polar is horrible. You pretty much can't win that map with stealth at all.
well you can hide for a grab/jump, but that's it. going aggro 90% of the time is simply way more effective on polar though it's still quite a merc map (ump version slightely better afaik but only played it once).
the central spawn point, the fast access to practically everything on the map from the roof and the loop layout tends to result in one merc camping between container/hangar and one merc at bomb/disc. if one of them got camnet, you can totally screw stealth anyways. now the most common tactic is to knock out one merc with a quickcam or one spy covering the other hacking spy till the other merc arrives (usually within some seconds), then they run away asap (sniping possibility for the mercs) and do the same elsewhere. with the high bomb timer, the bomb objective is more a distraction than an objective. the disc on the roof is a better joke, too.

Farley4Fan

learn to read lol just kiddin

It isn't a central point on the map.  Spies don't spawn there.  It is central on probably 1/3 of the whole map.  I already explained why this tower won't be camped, and when it is the merc camping it will fail.  It isn't a fast route to the exit, either a slow elevator ride to the bottom or a long flight of stairs.  On top of that you would have to go all the way to the base that is being hacked.  By then, the spy will have gotten most or all of that terminal.  The other merc will probably only be able to defend ONE base, he can't defend both.  No successful or intelligent merc would camp in the tower for longer than 20 seconds at a time.

frvge

What about the following idea:

High tower with 2 elevators. Elevators take 15 secs to get up, stay up for 30 secs and then 15 to go down.
The tower is made up of 2 sides:

|elevator1|wall|elevator2|

It's sniping heaven with a good shot at every Spy-entrance.
The platform at which the mercs stand, is the elevator. When it goes down, the merc also goes down. The Merc can NOT stay at the top.

The idea:
To keep 1 merc in an uber-pwning sniping position, he'll have to go down and up. Takes time during which he can't see much (only a few windows).
To keep 2 mercs in the sniping position, 1 stays down, 1 is up and that alternates. The advantage is that the sniping spot is used to the max. Disadvantage is that objectives are free to be hacked while both elevators move and that it uses 2 mercs.

I know this explanation sucks. :D
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.

Farley4Fan

Yeah, no matter what you do with the tower it won't be a good idea to stay up there very long anyways.  Even if you could stay up there with your explanation, what is there to snipe?  I mean, you can hardly snipe through dense foliage, trees, darkness anyways.  Especially when you are looking down onto the trees.  It aint an uber omfg spot, it's a balanced tower.  When spies see a merc up there they are probably going to both rush a base meaning that one merc can't defend both bases at the same time and the spies will get atleast one objective complete and maybe pick up a disc.

frvge

I am not talking about the jungle map.
I am talking about a new type of 'time-driven' uber snipe tower.
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.

Farley4Fan

Oh, I thought you were because we were talking about jungle map's tower when you suggested that.  Your idea sounds okay but a bit too complicated.

Gawain

what about the water turret idea with only 1 bombing objective and a sniper spot at the top and nothing but a fast elevator on the inside plus a ladder (slow)/stairs on the outside? with a generator room being able to cut off electricity for the elevator and the spot lights on top of the turret it could make an interesting gameplay element. some ropes down to other locations would be fun, too.

Farley4Fan

Yeah that's what I suggested in my desription.  I mean the the cutting off the power and spotlights idea.  So you agree?  I agree on the fact that there should be 1 bombing objective in the middle of the tower.

Gawain

if you wanna go for the jungle/forest idea with several buidlings, there should be no rooms in the middle of the turret.

Farley4Fan

New map idea!! Please READ!

Halo 3 is known for having some maps with great replay value.  I was playing the Last Resort map on Halo 3 and I realized that it would be a terrific map for SvM multiplayer.

Here are some screens:
http://www.bungie.net/images/News/InlineImages2007/BetaBeyond/Halo3_Last-Resort_Environment-08.jpg
This is a view from the other side of the map.
http://www.bungie.net/images/News/InlineImages2007/BetaBeyond/Halo3_Last-Resort_Environment-04.jpg
On the right of the picture is one base, to the left is another base, and in the middle of the picture is another base.  As you can see there are some walkways


As you can see on the first picture Spies spawn on the beach and the big wall is basically a big barrier, mercs cannot get up onto it and the hole in the wall would be gone.  On the other side of the wall is basically a bunch of bases seperated by areas of dirt and concrete.  There are 3 core bases.  We could place a terminal in each base, add a bomb or disc to the big spinning wheel and another disc in the bigger base.

Note that you can't go out into the mountainous areas, those are the map's barriers.  ALSO note that it would be night time.

The mercs would spawn in the far corners of the map, making them a good distance away from each objective. If you look at the second picture, one merc would spawn at the bottom of the image but we would have to put him in some sort of room that spies can't get into.  This map is mid sized.


Hopefully some of you have played this map and know what I am talking about and can back me up.

Ask questions if you don't know what I am talking about because I really think that this map's layout would work out incredibly for PS.  I know what I am talking about, believe me, I've been playing on this map for 3 years.  It would work perfectly.

T2C LeBron

Quote from: Papa Skull on November 26, 2007, 12:54:32 AM
New map idea!! Please READ!

Halo 3 is known for having some maps with great replay value.  I was playing the Last Resort map on Halo 3 and I realized that it would be a terrific map for SvM multiplayer.

Here are some screens:
http://www.bungie.net/images/News/InlineImages2007/BetaBeyond/Halo3_Last-Resort_Environment-08.jpg
This is a view from the other side of the map.
http://www.bungie.net/images/News/InlineImages2007/BetaBeyond/Halo3_Last-Resort_Environment-04.jpg
On the right of the picture is one base, to the left is another base, and in the middle of the picture is another base.  As you can see there are some walkways


As you can see on the first picture Spies spawn on the beach and the big wall is basically a big barrier, mercs cannot get up onto it and the hole in the wall would be gone.  On the other side of the wall is basically a bunch of bases seperated by areas of dirt and concrete.  There are 3 core bases.  We could place a terminal in each base, add a bomb or disc to the big spinning wheel and another disc in the bigger base.

Note that you can't go out into the mountainous areas, those are the map's barriers.  ALSO note that it would be night time.

The mercs would spawn in the far corners of the map, making them a good distance away from each objective. If you look at the second picture, one merc would spawn at the bottom of the image but we would have to put him in some sort of room that spies can't get into.  This map is mid sized.


Hopefully some of you have played this map and know what I am talking about and can back me up.

Ask questions if you don't know what I am talking about because I really think that this map's layout would work out incredibly for PS.  I know what I am talking about, believe me, I've been playing on this map for 3 years.  It would work perfectly.


That is a great idea, played a ton of halo3(900 matchmaking games) and that really would be a great map.  Kind of like deftec belew but could be implemented much better and more balanced.  That map had so much potential(deftec) but became to unbalanced.