INF3RN0's Re-Maps (side-objs)


(INF3RN0) #1

I’ll be posting ideas for what I’d consider very minimalistic physical map changes here (based on all iterations of maps thus far). I also think that integrating a system of archetype specific side objs into the maps would obv be attractive to the old fan base, but most of all would allow for a greater feeling of dynamic merc strategy and map flow. Also I strongly believe that we need to integrate forward spawns for both A and D. Dome is an example of a map I think has the most potential in terms of layout, but falls flat since there’s absolutely no relationship between the map and any other part of the meta. People need to feel motivated to select their mercs beyond fragging capability/style.

Dual forward spawns would be the best means to propagate less repetitive experiences. With dual spawns you create 2 highly valuable points of interest, with the biggest impact on momentum (side objs dictating map flow). Team forwards should be personally biased, but opportunity to capture an enemy forward should be very possible and help motivate forward momentum. The actual spawn point when captured should be a separate location from the cap point and reward/punishment for controlling these points should be significant.

The side obj system would integrate archetype specific side objs which dictated map flow. A build obj would open a new route until destroyed. A hack door would open a new route for a temporary time (to any player regardless of who hacked it). An ammo/hp dump would supply either limited hp or ammo depending on which support type activated it. This type of system reinforces the highlander mentality as mercs would have greater strategical value and a direct relationship with the map. These would not be completely necessary to win, however they would allow for more strategical options if needed.


Agnostic objs:
forward spawns/main objs/elevators/etc.
Side objs: Build Destroy (eng=diffuse, assault=plant), Door Hack (recon=hack), ammo/hp dump (fops=ammo, medic=health)


(INF3RN0) #2

Terminal v01

Objective 1: Destroy The Wall
(1) Dual forward spawns
(2) Return of inner courtyard from alpha
(3) Added Elevator routes
(4) Pipe bridge converted to constructable bridge with optional cover
(5) Hackable doors granting temporary flanking or sneak routes
(6) Back route access to wall by defense (from forward spawning point)
(7) Minor Additions
(8) Spawn turrets only at main spawn points


Objective 2: Destroy The Containers
(1) Dual forward spawns
(2) Added 2 destructible barricades/doors (destroyed by Att, built by Def)
(3) Added Elevator routes
(4) Gas tunnel build point relocated further east and now is built by defense to flood the tunnel. Tunnel cannot be flooded until D forward spawn is captured.
(5) Hackable doors granting temporary flanking or sneak routes
(6) Minor Additions
(7) Spawn turrets only at main spawn points



(Glottis-3D) #3
  1. i’d suggest a highground for attackers to counter defence’ strong points.
    Office-building part over the corridor. attackers can get there from the ‘pump’-room

froward spawn works in this layout only if you still can select the initial spawn. otherwise the game will still be one-sided. if you dont get a FS you fight in the office def Highground1, if you do get FS, you fight near the balcony vs def High ground2


(prophett) #4

[QUOTE=INF3RN0;510207]Terminal v01

Objective 1: Destroy The Wall

(1) Dual forward spawns
(2) Return of inner courtyard from alpha
(3) Added Elevator routes
(4) Pipe bridge converted to constructable bridge with optional cover
(5) Hackable doors granting temporary flanking or sneak routes
(6) Back route access to wall by defense (from forward spawning point)
(7) Minor Additions
(8) Spawn turrets only at main spawn points


[/QUOTE]

Liked all of it. The extra routes are obviously needed on this stage and the defender spawn exit to the back side of the wall helps with the spawn kill there, and also offers the choice for a strategic fall back.

Like where the forward flag seems to have been moved to. It should lead to better firefights when attacking defender, rather than the “shot from all angles” cluster-F! that happens now.

The only thing about the “stairs access to the balcony” route you created (if I am ready the map correctly), is that it might make it too easy for attackers to drop down and plant. Segregating the balcony, or better yet, a team door (think oasis) would help.

Slightly off topic, the added team door would also add value for the “disguised” merc they should add to the game (he/she would facilitate that easy plant access).

Good stuff!


(INF3RN0) #5

[QUOTE=Glottis-3D;510220]1. i’d suggest a highground for attackers to counter defence’ strong points.
Office-building part over the corridor. attackers can get there from the ‘pump’-room

froward spawn works in this layout only if you still can select the initial spawn. otherwise the game will still be one-sided. if you dont get a FS you fight in the office def Highground1, if you do get FS, you fight near the balcony vs def High ground2[/QUOTE]

In a layout like this, being able to select your spawn would make sense. The idea behind the layout here is to reduce the repetitive meat grinding, where all of the action takes place in the center of the map. The forward spawns motivates defense to push out as often as possible, while the additional offensive elevator route+converted bridge would make this first section less frustrating to break. The hackable door access to the obj balcony again reduces the central focus, as well as the elevator granting access to the old inner courtyard location. Having another hackable door in that location allows for sneaky flanks/ninja plants as well. The current FS location becoming just the defensive forward spawn still makes it an important location to control, however offense is overall less limited strategically and the traditional defensive setup would have more vulnerability to unexpected pushes.


(Glottis-3D) #6

right now the map dictates you to fight in centre. so anything, that will spread the action area is good.

  1. i like the elevator and protected secondary-obj-bridge to avoid current tube-bridge-grind (i had a suggestion to make a safer secondary bridge in a nearby thread)
  2. forward spawn and elev2balcony OR the c4 side obj to block the fastest def route to the Balcony.

overal i think a good map flow is:

  1. rush to the forward spawn (or another secondary that will help to clear the balcony).
  2. clear the bacony (obstacle to the def’s spawn and obj)
  3. capture the def’s spawn
  4. clear the obj area -> plant.

it is abc of etqw maps. clear1-capture1-clear2-capture2-clear3-plant3


(INF3RN0) #7

[QUOTE=prophett;510224]Liked all of it. The extra routes are obviously needed on this stage and the defender spawn exit to the back side of the wall helps with the spawn kill there, and also offers the choice for a strategic fall back.

Like where the forward flag seems to have been moved to. It should lead to better firefights when attacking defender, rather than the “shot from all angles” cluster-F! that happens now.

The only thing about the “stairs access to the balcony” route you created (if I am ready the map correctly), is that it might make it too easy for attackers to drop down and plant. Segregating the balcony, or better yet, a team door (think oasis) would help.

Slightly off topic, the added team door would also add value for the “disguised” merc they should add to the game (he/she would facilitate that easy plant access).

Good stuff![/QUOTE]

I’d expect that hack doors would not always offer the most readily available routes as you’d be reliant on coordinating with your recons. In this particular map I feel like the balcony should not necessarily be limited to the defenders, but rather become a more active part of the layout for both teams via trick jumps or temporary side obj access. In an ideal scenario, offense would plant the wall and if aggression was attractive they could send a few up to the balcony to delay the defenders or push out through the old defense forward.

Here’s some of the possible routes that could be used before and after the forward was captured.


The dark blue rectangle at the obj balcony represents a ‘defender only’ door for faster access to the hackable door.



(Glottis-3D) #8

the main problem is: will we ever get a forward spawn system with def and attack spawns.

these changes will reduce the chokepoints
-attackers spawn exit around pipebridge
-office exit. (lol there is only 1 exit out of it olololo)

but what about the lost-defspawn defuse chances? now there is noway that defence can defuse once defspawn is taken (both team being good ofc)


(INF3RN0) #9

[QUOTE=Glottis-3D;510249]

but what about the lost-defspawn defuse chances? now there is noway that defence can defuse once defspawn is taken (both team being good ofc)[/QUOTE]

The defense already works like this when the spawn is capped, but now they’d have two extra flanking routes available. At least we have longer bomb timers now.


(INF3RN0) #10

Added pt2 of Terminal to original post.

Some examples of routes…




This one was a bit difficult to work with, but the goal here was to firstly promote the dynamic back and forth potential with dual forwards. Adding in contestable side objectives at the first big choke point seemed necessary if forwards were to exist, as well as permanently opening the gas tunnel until the forward was lost. In this layout attackers would have an easier time capturing their own forward and even pushing through to the objective from the east side (lot’s of overall sneaky play potential here). A constructable blockade near the main objective for defense seemed like it could be fairly useful as a side obj. And I just like elevators…


(Glottis-3D) #11

not having enough mojo to speak about second object in this layout, because there was hack object with better layout. and when we asked
“why it is gone?”
Anti said “We can do much better”

so i kind of waiting for what exatly SD mean by ‘better’.


(INF3RN0) #12

removed…#


(prophett) #13

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(INF3RN0) #14

Bridge v02

Forward spawn, route adjustments, obj placements, side objs. NOTE, the bridge overlooking the forward is placed is not accessible, stairs and hackdoor access instead.

Objective 1: Repair the EV




Objective 2: Disable the Barricade/ Escort the EV




Objective 3: Deliver the Docs

(Alt Bridge End, hopefully with forward spawn+side objs)