Map in conceptual phase - soliciting feedback and suggestion


(Ifurita) #1

Scenario
The axis are nearing completion of an functional nuclear reactor. Allies must destroy it at all costs.

The Allied strike team has devised an ingenious plan. Instead of striking at the heavily defended reactor itself, they will strike at the lightly defended coolant tanks, using a stolen truck to ram the main gates.

Overview

Description

  1. Initial Allied spawn
  2. Location of gas tanks (~6 seconds travel time from allied spawn)
  3. Location of truck (~10 seconds travel time from gas can)
  4. Main gate (when truck is refueled AND repaired, it will roll down the hill and ram the main gate - no escort required) - will probably make 1.5 bars to repair (~14 seconds once truck starts moving)
  5. Initial axis spawn, also the forward spawn area. Becomes permanent allied after the coolant controls are blown for the first time
  6. Location of coolant controls (~11 seconds from forward spawn)

NOTE: Coolant controls are satchelable and rebuildable. Once destroyed, the liquid in the coolant tanks will start to fall (30 seconds to drain completely). Once the coolant drains, the game is over. If defenders rebuild the controls, the coolant begins to refill.

  1. Rear axis spawn

Screenies

Note: Screenies taken at 800 x 600, r_gamma 2.0, r_intensity 1.5, no extra vising/hinting done in the map yet. Textures are fairly boring - that will get tightened up as I get people to check out gameflow

Allied spawn at the upper right, you can see the radar box (will be replaced by a gas can) in the garage. Main gate and axis spawn are directly in front of the boxes in the middle of the screenie

Truck (cap point) at the middle of the screen

Hallways leading down to the coolant room. 3 avenues of attack. You are going downhill almost all the way to the coolant controls

Coolant control room

Mapper’s Intent

  1. Small map designed for 6 v 6
  2. Offense biased
  3. Create a remote means to destroy gates (e.g., truck bomb) to force defenders to come out and actively defend
  4. Experiment with a different objective mechanism (coolant towers) and create a dynamic situation inside the coolant room.

Cheers


(blushing_bride) #2

looks like a great idea but it feels a bit big :blah:

i would suggest that you make some of the tunnels on the inside bit diagonal to make the combat more varied. Perhaps the two tiny square rooms to the far right of 5 and 6 could be linked by a 45% tunnel. This will not effect vis and it will make the flow of combat feel distinct from the tunnels on the other side.

it would be kind of cool if the crane did something as well. Maybe the crane carries a box that players can get on then the crane moves the box and player to some high up access point that would otherwise be impossible to reach.


(SCDS_reyalP) #3

I like the way you have presented this, with travel times and a map.

A few comments:

  • with the intial truck location out in the open, it will be a predictable arty spam point.
  • is the main gate the only way in from the initial start ? if so, combined with having the axis spawn right there, this could be a difficult and tactically boring choke point. With such a strong position, it seems like a good axis team would be able to prevent the allies from ever reaching the tanks. If the axis lost the spawn as soon as the truck broke the gate, this wouldn’t be an issue.
  • what purpose does the space on the opposite side of the route shown from 5-6 serve ? I assume this is an alternate way to the tanks, as well as a small tunnel ?
  • it looks like there is only one way to go from the final axis spawn to the tanks. Having an alternate route would be good, otherwise the exit will just be spam/panzer bait.
  • the space from the rear axis spawn to the tanks is essentially dead. It exists only to make the axis spawn farther from the objective. It might be better to have that spawn connect to one of the routes from 5-6 instead, leaving the allies with a shorter route that goes near the axis spawn exit, and a long one that is on the other side.

(Ifurita) #4
  1. The truck is indestructible so I’ll have to think about what I want to do about the spawn. I had thought about moving the flag forward to the first room. This would allow the allies to use the face of the wall for cover and grab the flag with a short rush while also allowing for more supporting fire into the base from outside

  2. The opposite space is another ramped hallway and a vent passage. There are a total of 3 routes into the main chamber

  3. There are actually 2 ways from the axis spawn to the tanks. They spawn in a upstairs room, move East, drop thru the floor then can continue East or there is a West-South dogleg (not shown), which dumps them into the same room as the path marker

  4. one path from the axis spawn intersects the allied attack path. the other one dumps directly into the tanks room

  5. moved the truck back slightly so that it’s under cover and expanded the size of the cap point TOI


(Ifurita) #5

Updated CM


(TFate) #6

The map sounds and looks great, and I love the objectives. I think it will definitely be a big hit on public servers.

You obviously expect the coolant controls to be rebuilt several times. To me, this sounds hard to balance gameplay wise, either the allies will blow it up on the first try or, if the axis rebuild the controls, they’ll just defend and place a stranglehold on the area. It sounds really fun though, because a disguised covert ops could murder the whole axis team and satchel the controls.


(Ifurita) #7

Agreed. I’ll have to actually run thru a couple of scrims to see how that works.