What Kind of SW Map will Work with DB? (Explained)


(spookify) #1

So there has been a ton of talk about DB and the Map and for good reason.

I would like this thread to be about finding a solution for items that are not in the game like selectable spawns, forward spawns, command posts, re-cap downs and getting ride of random spawn locations.

This thread should also stat why there is a need for some type of forward spawn, open objectives and command posts.

Beginning:

Lets look at ways to make the current Dirty Bomb SW Game Mode work with what is currently in the game. What we currently have is C4, Carry-ables and Escort.

I think we can accomplish an amazing map with these simple things.

My first thought about a way to keep the defending spawn stationary is going down into the earth or a more vertical map design. Defenders can spawn in a barracks in the middle of their base and have axcess to the outside to protect the walls and also to the underground to protect a real generator or fuel or ammo station.

By going vertical the defending spawn can say the same and pit falls can be added. I was thinking that attackers could even push through attacking spawn if they so dare. Which could be a cool secondary objective constructing a ladder or walk way that would give attackers access to defenders spawn for a 3 way to push.

The Defenders would have to hold off the attackers from planting the walls and gaining access to the underground.

Looks something like this.


Very Very rough but as you can see Defenders spawn never really has to move and they just fall, climb, walk, run down to protect the second stage.

Now could this type of map benifit from a forward spawn? Possible depending on how far attacking spawn is pushed back. Would would be if defenders escape tunnel could be discovered after stage one is complete giving the attackers access to the underground very close to there landing zone aka spawn.

Middle:

With that idea said I would like to look back at RTCW maps because they were a little less advanced then ET maps.

I would specifically like to start with RTCW: Beach as it has a stationary defending spawn in some (Most) versions. Even in RTCW the attackers could get a forward spawn flag which DB doesnt have. The main reason I am bringing this up is the defensive spawn is stationary and they push out to defend the walls and then also fall back or down to defend the docs. Maybe a DB could have a beach type feel and instead of doc you can plant more C4…

Nothing is locked in SW maps in ET or RTCW and sneak plants can happen.

Dirty Bomb should work in this exact same way. Please stop trying to reinvent the wheel when it comes to maps. Over the past 14 years people have been making amazing SW maps so please start using them.

***One of the best things about execution maps is the freedom to do anything and go anywhere. You run into small pockets of people rather the entire team trying to protect something with no way around.

I am trying to think of a DB map (OBJ/SW) that allows or needs the defense to rotate and not just sit of the main objective.

I hope this is semi helpful.

Lastly do you think we could get a crude Blockout map with these suggestions just to see if my and a lot of people’s QQ would even work in DB?


(ZGToRRent) #2

So…de_nuke? :smiley:


(ch3w0nth1s) #3

[QUOTE=spookify;541605]
Lets look at ways to make the current Dirty Bomb SW Game Mode work with what is currently in the game. What we currently have is C4, Carry-ables and Escort. [/QUOTE]

This made me think if an obj like in the final stage of reactor is possible. Blow up a obj (controls) and you have to defend the destroyed controls from being built from the defending team for an x amount of time.

There isn’t one. One of the huge things people liked about ET’s radar is that the defense had to rotate quite a bit pending on the state of the 2 radar parts.


(spookify) #4

[QUOTE=ch3w0nth1s;541617]This made me think if an obj like in the final stage of reactor is possible. Blow up a obj (controls) and you have to defend the destroyed controls from being built from the defending team for an x amount of time.

There isn’t one. One of the huge things people liked about ET’s radar is that the defense had to rotate quite a bit pending on the state of the 2 radar parts.[/QUOTE]

Reactor Last Stage would work amazing in DB! (5v5)

Show Here:

The First Stage of Reactor has (just like 99.9% of ALL RTCW and ET maps) a Forward Spawn Flag.

Another thing in Reactor that would work in DB is Pitfalls. Yes there is one, one way door but its not really needed.

I am trying to think of a 100% definitive reason why DB needs forward spawns and its pretty obvious that SW needs some type of Spawn Progression that makes sense. I’m trying to not get to far off path and rant about random spawns and non-fixed spawns that are currently in DB but SD has to know this is an Issue.

“IF” DB does add forward Spawn there’s three ways they can be added:

#1) CP (Command Post) (Build-able and Destroy-able)
Non-Emeny Spawn (Attackers Progress to a Flag like RTCW Beach)
Enemey Spawn (Many Old SW maps Simple Make the Forward Spawn the Enemy Base aswell)

Please also keep in mind that these “Flag” spawns can either stay active OR become all-time Attacking Spawns if something is Blown.

Multi Paths - One map that really sticks out with Multi Paths in is Battery:
Show Here:


You do have selectable spawns but attackers could be placed in the middle and defenders moved slightly in. Add pitfalls for the defense to watch the back and done.

Running Spawn Times
A lot of these flag caps and insta spawns worked in RTCW and ET do to spawn waves and running clocks. DB has a spawn timer but its almost for show haha. There’s no strategy or risk to tap or not tap. Gibbing is only necessary if the other teams medic is near by.

“IF” DB gets forward spawns flags probably wont work and something like a mega CP might need to be build making Engys more important. Very very close, if not inside the enemy spawn but just far enough away the enemy shield might run out.

SD I would keep map design and story line to this:

Stage One - Attackers Push 2 or 3 Directions to create a foothold and to push or make the enemy fall back.
Stage Two - The Main Objective - Blow Something UP! Disable, Escort blaa blaa blaa you get it.

And Finally Train:

Train Stage 1 is set up in such a perfect way already with the 2 gates and a third right in the middle to gain access to the second objective… Its natural barriers that need to be used and to not be afraid of sneak plants and making the defense react and over come.


(ch3w0nth1s) #5

I think adding a constructible spawn point might make some maps that have an objective that’s kind of grindy could add a lot.

Perhaps building a spawn point near the MG house on the last stage of train yard that moves up the attacker’s spawn a little bit?


(eitsch0r) #6

I will avoid the opportunity to make inadequate suggestions about map-design-decisions … i just came here to put a big Marker on the quoted passage (the one “real quote” above this sentence ofc).

…please carry on, nothing else to see in this post … oh, except a fun fact: putting thread-id 31337 in a quote-tag actually really leads to a working thread (concerning ET) \o \o/ o//


(Mustang) #7

@eitsch0r Whatever you’re taking I want some.


(eitsch0r) #8

you sneaky nonquoter, you … nearly missed this reply! (what a shame) :cool: