just brainstorming some ideas for a potential W:ET map and came across this idea when searching the net for other people map ideas
there idea was though when watching the film titanic and they wanted to make a map where the aim was to escape. a actual version of this may not be in a ship but in some environment where the players are most likely against the clock and in a race to escape with scores awarded on time to escape and perhaps other bonus sub objectives that could have big score rewards but put the player at risk of not getting out in time… e.g. downloading research data from a PC in a locked room
my interpretation of this idea would be perhaps the reversal of this where two or even more rescue teams (most likely of a small number of players… 3 or 4) get into a map and bring back objectives or injured people etc
however when you consider the overall lack of shooting this leaves relay only movements to overcome obstacles and i cant see that being too challenging. so something like zip lines and ropes etc would probably have to be implemented so players can navigate a much more hazardous environments. other obstacles like fire, water, radiation, dangerous chemicals etc that can be overcome or avoided would make it more interesting
i keep coming back to the disaster on the ship idea where just you and your team stand in a dark corridor of a ship knee deep in water and rising, every second you stand working out what to do next the ship is tipping and soon the corridor will be to steep to climb back out of
major flaws i can see is that since there is no dynamic opponent making your life hard to maps soon become easy to learn then the game play becomes repeating the same actions for each map. if maps could be generated from mapper build components (rooms etc) so they are different every time it would be better
other flaw is that one team might “sabotage” them other by blocking them or cutting there ropes etc. to overcome this a q4 tourney style could be used where both teams are playing there own individual copies so cant influence the other team(s). or all players are part of the same bigger team and divided into sub rescue teams to tackle there own objectives. players can be scored on. individual success > squad success > overall team success. this also allows the option for a squad to them self become injured and stranded and request help from another squad
there are lots and lots of potential things a game like this could use in many more ways then a conventional shooter could e.g. flares could be dropped to check the drop of a tunnel or colors used to signify danger, safety, supplies. extraction points or even just to provide light for a player