Mission Idea: Secure The Key/Set Them Free!


(3Suns) #1

I am convinced that one of the barriers to easy access and full enjoyment of Brink is the complexity of the maps and missions. I have spent 20+ hours playing Brink this past weekend, and I still lose my way, and find myself discovering new areas, in all of the maps. This is great for the longevity of the map and game, but frustrating for beginners already struggling with the gameplay, who are not committed to learning the map (which obviously must take 10s of hours). To address this issue, while trying to maintain the core gameplay and philosophy of Brink, I came up with the following Map/Mission.

Design Goal: To create a symmetrical, single stage, single area, multiple objective, open map mission that can be fully understood (though not mastered) in one or two rounds. The map should be simple enough that a gamer, given a preview from an overhead angle, will immediately comprehend all the major routes, and anticipate possible parkour routes. Simplicity is chief among design principles, and therefore there can be no hidden rooms, or routes. Yet, through optimum, but conservative object placement, the map would offer vertical gameplay and considerable parkour opportunities. Consider it an “Arena” map designed to bring out the core entertaining elements of Brink: parkouring, gunfighting, objective-based, teamwork focused gameplay while diminishing the need for extensive geometrical/navigational study.

Story:

Security must obtain the “Key” from the center of the map, return it to their side, and lock it in their safe.

Resistance must obtain the “Key” from the center of the map, return it to their side, and use it to release the prisoners or escape vehicle.

Mission Objectives (Symmetrical)

Primary:

  1. Obtain the key from the center of the room, (All classes)

  2. Return it to your side, (All classes)

  3. Use/Secure it. (Operative class only)

Secondary:

  1. Capture the neutral command posts for team boosts, (All classes)

  2. Construct a ramp for an alternate, easy access passage to and from the center of the map. (Engineer class only)

Map: Organic in flow, an Ark level, with spawn command posts on opposite sides and neutral command posts suspended 2 or 3 stories above the main level, the map should be a single, symmetrical, open space area (e.g., another airport hanger). There should be one or two “catwalks” leading to the neutral command posts. Objects should be used sparingly and placed to provide cover and parkour opportunities, but not to hide or conceal travel within the map. Use catwalks sparingly so as not to obscure viewing the map. There should be several vantage points from which gamers can view large sections of the map, and thus call out, or spot, enemy locations.

There should be multiple sentry-protected exits from the spawn command posts into the main area to prevent possible spawn camping.

Questions:
What do you think? Would anyone else enjoy a simple map like this? Do you think it would be a useful tool for introducing friends to the world of multiple objective, complex map gaming?


(Sind) #2

I like it, but there are too much ‘All Classes’ objectives. I got two little ideas…

  1. On the first objective where you have to take the key, make a door there that can be blown up by Soldiers.

  2. New Goal (Resistance)(All Classes)(Optional: Medics): Escort the prisoners, if they fall, medics can revive them, same like the First Security Campaign Missions.


I just think these ideas can improve things…


(iezza) #3

[QUOTE=Sind;308523]I like it, but there are too much ‘All Classes’ objectives. I got two little ideas…

  1. On the first objective where you have to take the key, make a door there that can be blown up by Soldiers.

  2. New Goal (Resistance)(All Classes)(Optional: Medics): Escort the prisoners, if they fall, medics can revive them, same like the First Security Campaign Missions.


I just think these ideas can improve things…[/QUOTE]

Last one breaks symmetry. Would need to have it for both sides.


(Senyin) #4

I’m not sure, I don’t understand why everything has to be ‘simplified’.
Is it really that hard to learn maps? If you feel lost, select main objective and you can hardly go wrong. Or select objective period. But Utter More Praise for your post.


(3Suns) #5

Thanks for responding, people.

Senyin, one of my console buddies feels similarly. If you want to learn how to play, play the challenges he says.