Dynamic objective map - Tower Bridge


(tokamak) #1

This is something I’ve been begging for since Quake Wars, through Brink so I’ll just put it here once more.

I want to see a map revolve around a huge dynamic objective that players can control. With a huge objective I mean a large interact able object that causes profound shifts in level geometry.

You can think of the London Eye revolving around with an objective somewhere in the cabins but my favourite idea is the concept of a large bridge that can be opened and closed.

The Tower Bridge seems perfect. I know it’s also one giant touristic attraction but gameplay wise this is such an incredible object.

The idea is that the arms of the bridge open and close really slowly. This means that in order to have it in a fully opened or closed state, the team needs to have prolonged control over the bridge. If they lose the control then the other team gets to raise or lower it.

At the same time attackers want to cross the bridge while it’s down. The bridge doesn’t need to be fully down in order to do that, they can try to climb up the ramp. This means that the more horizontal the bridge the easier it is to cross and the more vertical the harder (till it gets impossible at say, over 45 degrees slope).

The idea of two teams fighting over continuously shifting geometry is just fascinating.

And I KNOW I’m asking for a lot here, there’s tons of stuff that complicates a map like this. But I know it can be done in the Unrealengine. I’ve seen maps like these before.

Could it be possible that we could at least try out a very rough out block map for this? It doesn’t need to resemble London in any shape or form, just gigantic subtracted cube with the rough outline of the tower bridge with controllable mover. Just to see what problems could occur and how to deal with them.


(Violator) #2

cough http://forums.warchest.com/showthread.php/34583-British-Parliament-Level?p=430437&viewfull=


(zeroooo) #3

cant open it --> my name is sherlock, this is part if the innercircel VIP forum…

:frowning:


(tokamak) #4

Well yeah can’t discuss inner-circle stuff so let’s discuss things here.

It’s not about having a landmark piece in the game, it’s about those friggin draw bridges.


(Breo) #5

We had something like this in Brink as side mission remember Shipyard where you could lower the bridge to block the short route.


(tokamak) #6

If I’m not mistaken then that was still an absolute objective. The bridge was either up or down. I want it to happen on a scale. The bridge can be 0% open or 100% or anywhere in between, wherever the last player controlling in left the progress.


(Violator) #7

[QUOTE=zeroooo;435564]cant open it --> my name is sherlock, this is part if the innercircel VIP forum…

:([/QUOTE]

Oops so it is :frowning:

Here is a transcript:

Image RIP

Image RIP #2

Lowering the bridge for EV could be an objective (engineers speed up side objectives but not as slow as WC please ;)). Access via the top walkways (slower, but more cover) for alternate routes. Make sure not too OP for snipers (restrict view to road bridge to a few key areas). As Chris said, prevent main bridge being too open to avoid spamfest - abandoned lorries / cars etc.

Not the same as toka’s idea but similar in terms of openable bridginess.


(tokamak) #8

An EV objective is problematic with the bridge being able to open and close. I’m thinking more about a carriable objective. With players having to hop over if the bridge is opened halfway, or fall to their bloody deaths (and have the carriable returned).

I don’t think SD ever made a map involving death zones like that though. Would be a first, still highly interesting.


(Mustang) #9

[QUOTE=Violator;435650]Here is a transcript:

http://i.telegraph.co.uk/multimedia/...e_1400597c.jpg[/QUOTE]
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(Violator) #10

Damn Telegraph and their temp images :slight_smile: Was just a couple of images similar to toka’s.


(montheponies) #11

i remember a large rotating disc map made by crimson pluck, from memory you could start, stop or reverse it. As a concept it worked well, but i’m always wary when a single idea is used like this as it tends to force the map design to suit something which is a bit of a one trick pony. no pun intended.


(tokamak) #12

Well technically most of Seawall Battery revolved around getting that ramp up. The fight that ensued after that was enjoyable and also very nice map design but in the end it was about breaching that wall.