Community Question: Favourite Objective Types


(wolfnemesis75) #21

As far as Other ideas: I think it’d be cool to repair something that changes an environmental condition, creates a trap, or some destructive measure against the opposing team. Also, building stuff such as fortifications and stuff like advanced machinery that imposses some form of disruption to the enemy, would be neat.

Escort is one of my favorites.

It’d be cool to have duel objectives by both attacking and defending teams to swing the favor or advantage one way or the other.


(tokamak) #22

Escort is by far the best, the slow procession of the objective through the map constantly keeps changing the meaning of the map geometry.

I love the delivery objectives, but they also tend to be hit and miss. Sometimes they make for really tense moments but often both teams lose the narrative of the match and the whole thing gets decided by a few players.

Construction and hacking objectives need to change. They’re absolutely boring. They need moving objects tied to them.

Constructing or hacking bridge controls should mean they slowly start to open/close and will slowly reverse when the objective is destroyed or when the hack is being undone again. This means that lemming rushing these objectives is no longer effective any more you need to hold your surroundings WHILE these surroundings move/rotate/open/close whatever around the place until they lock into place.

The best example are the tunnel drains in Siwa Oasis. Much, more and much more meaningful objectives like that please. Geometrically dynamic objectives are the next step in objective-based shooters.


(tokamak) #23

Escort is by far the best, the slow procession of the objective through the map constantly keeps changing the meaning of the map geometry.

I love the delivery objectives, but they also tend to be hit and miss. Sometimes they make for really tense moments but often both teams lose the narrative of the match and the whole thing gets decided by a few players.

Construction and hacking objectives need to change. They’re absolutely boring. They need moving objects tied to them.

And I agree with Chris, all secondary objectives need to be reversible. All of them. That way there’s no real advantage in doing them before the primary objectives. Unreversible secondary objectives are a chore.

Constructing or hacking bridge controls should mean they slowly start to open/close and will slowly reverse when the objective is destroyed or when the hack is being undone again. This means that lemming rushing these objectives is no longer effective any more you need to hold your surroundings WHILE these surroundings move/rotate/open/close whatever around the place until they lock into place.

The best example are the tunnel drains in Siwa Oasis. Much, more and much more meaningful objectives like that please. Geometrically dynamic objectives are the next step in objective-based shooters.

It’d be cool to have duel objectives by both attacking and defending teams to swing the favor or advantage one way or the other.

It would definitely not be cool to have teams dispersed over different primary points in the map. I know the simpleton goes ‘hur dur, what would be better than one objective, derp, let me think hur, wait derpederp, I know! TWO OBJECTIVES! HUR!!’ just try to restrain such mindfarts in the future.


(engiebenjy) #24

My first thought is a destroy objective, I think this is because your planting then defending the plant - rather than repair where a lemmings style attack works. I love escort missions too, because it makes you feel like the team is progressing as they slowly move the object along - rather than getting nowhere with a hack objective or the like.


(Runeforce) #25

Carry - because it’s a simplified one-sided version of CTF. And the point is to stay alive, and utilize your teammates effectively.


(.Chris.) #26

Not sure if you’re referring to having two objectives at the same time (Radar, Oasis) or having an objective for each team at the same time but on both accounts a well thought out map layout can make them work rather well. The trick is not to disperse them too far apart, allowing a sweeping defense or attack to take place that can react to the ongoings at the other objective.


(tokamak) #27

Two objectives at the same time is fine (although it would require some clever geometry), having them divided between both teams is not.


(Dormamu) #28

/other
if they implement one explosive (until it detonates no other charge can be planted on the same objective) with a 100 - 200m radius. After the charge is set, the other team have the option to snatch the bomb ( and take it to a safe distance (101 -201m). Every one caught in the blast radius, will be death => respawn.
They can trow some construct (barricades), repair (walls, bridges), hack (door open/close) to block the way of those who are caring the charge away from the objective and keep the bomb close to the objective (100-200m).
/ or give the option to plant the charge in a radius of the objective (100-200m, the bomb will be sown on the map after is planted). The other team will have the option to defuse the bomb/or construct barricades/ hack doors (to close) to prevent the blast to reach the objective. :smiley:

Objective type: Splash Damage :smiley:


(Om3ga) #29

Construct, destroy and repair.


(Commander_Keen) #30

Other : Defense


(king_troll) #31

a good map will have them all, if you could have more then 16 little players, different team splits could be doing different things at the same time


(.Chris.) #32

A good map would not have them all, not many people want to play a single map for an hour.


(king_troll) #33

if you have a console, a good map would have them all, escort the mcp, raid the base and hack the radar, blow up the bridge defend the bridge, and so on

hour is a casual game on deathmatch with snipers and tanks and proper city blocks and jungles


(DarkangelUK) #34

Name a good map that has them all.


(king_troll) #35

none, quakewars outskirts is the closest, escort mcp, blow up baricade, steal the databrain, transmit the databrain, maps are too small and too basic for them all

still no maps that you have todo 2 objectives at once to complete the 1 gets to a set marker or time, teams are too small


(.Chris.) #36

Do you even play ET or ET:QW?

Seems like you play something else entirely, perhaps the Korean version?


(light_sh4v0r) #37

He just said all maps ever made for any game are bad, so his judgement of a good map might be slightly complicated.


(king_troll) #38

never said they were bad, quakewars maps dont and have`nt aged well, quakewars should be like quake 3 with aload of mappers and custom maps, except there are only 20-30 custom maps

download some doom maps, and after a year or 2 people just add stuff for the sake of adding stuff


(DarkangelUK) #39

[QUOTE=king_troll;384741]
download some doom maps, and after a year or 2 people just add stuff for the sake of adding stuff[/QUOTE]
Like every objective they can for no reason…


(king_troll) #40

just add 100 ares and routes to clear and just make maze maps with no actual point in them but to survive and end the map,. custom mappers for quakewars should use some imagination,

instead of just having the basic few objectives on every map, you cannot add new objectives without a full total conversion mod with all new high command VO, and just doing the same gameplay on every map is boring, better off adding team deathmatch to the game

can make map more interesting with the same few objectives, by having a world full of trees and vegetation, buildings and rocks to run by or use, custom maps are just stuck with how quakewars was released, wolf custom maps, you get full cities