Collective Alpha Community Map/Objective Designs


(INF3RN0) #1

Let’s have an official thread to collect any and all ideas generated by players in one spot here and all the discussion involved. This is for new objective/map design ideas or simply to respond with input towards those of others. Maybe we can even get this stickied at some point if it becomes interesting enough.


(INF3RN0) #2

Collaboration of myself and bananas. This is just one objective design for now, which we will integrate into a complete map design once we figure out how we want the next part to look (thinking of making this part of a 2obj map for now). The goal of this design is to promote more map flow for defense by creating the incentive to have multiple potential defensive zones that aren’t simply the objective room itself. This involves mostly indoor hallways, rooms, and flanking routes. All of the suggested window placements would be jump-able only from the inside. We spent quite some time thinking about defensive strategies and ease of player rotation with 5v5+ as well as crossfire opportunities. The spawn points would be set so that the defense always gets to the doors first. As there are 2 main levels of elevation shown, the indoor sections might also range in small differences as well (short indoor stair sections as shown by potential stair placements).

Re-introducing the destructible doorways here, although they are not required to reach the actual objective they offer much faster routes to it. The objective type isn’t necessarily important (though we thought a hack objective would be quite nice). If your an ETQW player you might recognize inspiration from the 1st objective on the map Volcano (which was also very similar to beach). The outer area where offense spawns would more than likely be filled with objects that provided cover, and the door plant side-objectives themselves wouldn’t be allowed to be easily cover-able from long distance so that the defense could have the opportunity for disarms. The overall idea here is to give maps depth, allow for creative strategy, spread out map usage by both offense and defense, and simply make for more memorable and fun game play.



(nailzor) #3

I’ll be interested to see the full map diagram, as it is hard to upvote what there is currently here.

Hopefully there will be other designs as the current mix of maps leave a lot to be desired with their ET/Brink Escort feel which slows gameplay down tremendously.

I prefer non-escort maps, like Waterloo - which still needs a bit of balancing.

Here are things I want to see more of on maps:

[ol]
[li]Blowing S*** Up
[/li][li]Running Documents/EV-Ammo LONGER distances than say Whitechapel/London Bridge
[/li][li]Dedicated Sniper vs Sniper Stages
[/li][/ol]

Regardin Document Running: Would rather there be a couple stages here, such as there is a stage to fight for the ammo, then the defense can setup defense at the capture point - if successful at stopping the offense then they can go back to the documents area.

Other ideas related to maps:

[ol]
[li]Dynamite: It would also be nice if the dynamite would not get lost under bodies, land underneath an area that can not be defused etc
[/li][li]Sniper: There are “spots” which a Covert Ops can be played right now, but aside of the last stages on a couple maps there really are not dedicated phases that a sniper is made to be played right now.
[/li][/ol]


(Bloodbite) #4

I have plans for a pancake level wherein the attacking team are essentially mixing the batter and frying up the pancakes. More a philosophical translation into the DB theme. The pan flip will be the hardest to translate, but everything else is falling into place!


(Hundopercent) #5

I’ve been wanting pancakes for weeks now. Oh man…mmmm


(iwound) #6

i quite like it. for some reason i cant picture the underground section, i imagine it to be a building you climb steps to go into. would make entering more difficult.
Also consider how each weapon can be used in each area. ie is it useful here, if not how can i change that. or is it causing an issue.
A theme is very important. Although its a workable layout, what will draw the player in and make him want to play it.
Offer vertical options for both sides.
You should expand it to include other sections. Im looking forward to seeing more.
Im working on one myself and will drop it here when its ready.


(Pytox) #7

Here’s a special zoo design map layout, peta would love this one :rolleyes::tongue:



(rookie1) #8

[QUOTE=INF3RN0;433341]…(text)…


[/QUOTE]
Very nicely done !
Will try to understand your text description …later :penguin:


(Violator) #9

I should do London Zoo as my wife used to work there :). Came up with a simple and very rough docs-run idea for the British Museum.

Stage 1: destroy obj to get at a data core. Def spawn to left, Att at bottom. Docs probably not as close to def spawn as in the image :).
Stage 2: transmit core(s) in reading-room (circular area). Def spawn upstairs, Att where Def were.
Bright green = optional barrier to delay attackers easy access to central area, can be rebuilt by def. Upstairs section and access to main hall only available in 2nd stage.



(Maca) #10

If anyone can create a map that uses some ideas mentioned in this thread, I would be really happy
http://forums.warchest.com/showthread.php/34828-Attakers-amp-defenders-Battleting-for-1st-objective


(Jonny_Hex) #11

Assuming you mean C4 being lost in the geo. Fix incoming for this, plus progress timer/HUD marker.


(INF3RN0) #12

COMPLETE MAP V1
Title: “SalCano” (the name isn’t important lol; ETQW inside joke)
Theme: N/A
Spawn times: N/A
Main Objectives: 3
Side Objectives: 3

Phase 1: The main objective is a hack terminal located in a sub-level of the complex. The hack objective would take around 20seconds to complete, but would reset after 50+seconds of no hacking (4 offensive spawn waves). There are 2 plant-able doors that offer faster access to the interior and more available routes; plants can be diffused by defense. There are however 2 unobstructed entree points, however these are fairly defensively biased. There are a total of 3 entree points to the sub-level. All windows are jump-able from the inside. The interior of this objective ranges in elevations, but there are 2 main vertical levels; see diagram below. The large areas outside the complex is an outdoor zone, and would be filled with adequate objects for cover.

Phase 2: The hack results in opening the doors to the next structure. The main objectives are 2 bomb plant sites. There is a forward spawn located in the central part of the structure, which allows the owner to spawn at the closest marked point. Capturing the spawn is not necessary for offense to plant the objectives, however it is vital for continued reinforcements and should be captured first. Defense can re-cap the spawn point if they are able. The interior of this objective ranges in elevations, but there are 2 main vertical levels; see diagram below. The spawns of defense have 2 one-way accessible drop down routes to prevent easy access to their spawn by offense; only the forward spawn has one two-way entrance, which offers defense an extra route through their forward spawn area if attempting to recapture the spawn point.

Note: See first post for additional information behind thought process.

Clean Map:


Elevation Map: (Low:High; pink, green, blue, red, yellow, purple)


Defensive Zones:


Potential Defensive Setups (5v5):


Offensive Routes:



(Virus047) #13

Looks good Inferno. Would be interested to see where that map goes.


(Bananas) #14

[QUOTE=INF3RN0;433532]SalCano[/QUOTE]I fully endorse this map with all my banana powers.


(rookie1) #15

inferno and bananas make a video of it now :stuck_out_tongue:
serioustly very good stuff presentation wise +100
I wish SD could provide us some DB story lines so we could make sense to our maps.
Like : why mercs are figthing for ?
Are they rivals gangs,are they under military authority .
What they want to do in London? How long London has been evacuated…???
little answers …that can help


(Bananas) #16

[QUOTE=rookie1;433542]inferno and bananas make a video of it now :stuck_out_tongue:
serioustly very good stuff presentation wise +100
I wish SD could provide us some DB story lines so we could make sense to our maps.
Like : why mercs are figthing for ?
Are they rivals gangs,are they under military authority .
What they want to do in London? How long London has been evacuated…???
little answers …that can help[/QUOTE]Yah. I thought about trying to make up a story to it, but I don’t know enough about DB’s world. Need to know all the questions that you pointed out.

I’ll just leave that up to Splash Damage to figure out though :stuck_out_tongue:


(Humate) #17

Nice map, original.


(Thundermuffin) #18

I like the sound of the objectives; I’m all for 3 main objective maps.


(Bangtastic) #19

nicely done, i guess it was a lil bit of work :wink: I really like the basic shape of the map :smiley:


(Humate) #20

Map: Grate

Objective 1: Repair (outdoor objective)
Basically I want something the attackers can approach from all angles and heights.

The building on the right has multiple levels the attackers need to clear out before repairing the objective.

There are also hills on either side (i havent drawn them in), so this sits directly in the middle of the map itself.


Objective 2: Destroy
The match moves indoors, and here we have two paths.
The lower one leading straight to the Grate, and the top one to a balcony overlooking the Grate.

The defenders have access to the objective room protected by the Grate but it takes a while to get there. The idea is to force the defenders into a decision of either falling back into the room, or going for a defuse. If they dont fall back, and the Grate blows - its easy to prevent the defenders from entering.

If they do fall back and the grate blows, its easy to defend until the attackers open up another path (ladder) which allows them to drop down into the room.



Objective 3: Hack
Once the attackers blow the Grate, they need a covert to hack the terminal.
Its situated at the back of the room.

Sorry no picture.

/cough