Would like feedback on a SW map design/concept


(Ifurita) #1

Concept is simple. Attackers need to breach one of two main gates to access the main base area (very radar-ish). There are 2 objectives. The first, is a document/passcode, which must be grabbed and taken to the water depot. Capping the objectives opens 2-3 entrances into the depot. The attackers must then blow up the water cisterns.

Notes: The allied initial spawn will start off completely underground so that the axis cannot call arty directly on top of it.

Let me or Mean Mr. Mustard know if you or your clan would be interested in very early concept tests - really testing connectivity, distances, and game flow before a lot of detail has gotten placed into the map.


(blushing_bride) #2

well im no clanner but looking at that i would imagine that it might be hard for allies becasue it will take along time to get from forward spawn to docs and then from there they need to get over to the other side going past the axis spawn. So its like a double objective needs to be complete in one spawn cycle of axis. of course allies could run docs back to their base but then they still need to get them to the corner of axis compound. its a cool idea but it looks like it might be tough at the moment. maybe allies only need to get docs to marker 9 or perhaps they can transmit them from the command post. if they needed to drop docs at the command post that would be quite cool because they are presented with two routes 1 via marker 9 quicker but mroe risky or 2. via allied spawn; longer but surer.


(Mean Mr. Mustard) #3

But the allies only have to get the docs to the doors of 8 once. Then the doors are opened and they can attack the dyno. So, it might not be possible in one cycle. But I do like the idea of delivering the docs to another place that ‘transmits’ the codes to open the door.

That’s why we are asking for feedback. Neither Iffy nor I trust our own judgement :huh:


(Ifurita) #4

I know I have pretty poor judgement, and choosing to work with Mustard again just confirms it.


(Ifurita) #5

BTW, how big are you planning on making the map? 5K x 5K? That’s about the size of Vengeance. I can start taking a crack at making the objectives and the script. I can pull a bunch of them from existing maps.


(Ifurita) #6

Incorporated a bunch of feedback

  1. Improved connectivity around the dyno objective
  2. Moved Axis spawn back slightly and cap obj forward slightly
  3. Reversed elevation so that allies start higher
  4. Toying with the idea of a passage from the CP to the truck depot
  5. Moved the forward spawn forward and to the left, to make more of difference between that and the CP spawn

(Mean Mr. Mustard) #7

I thought the following for the ‘height’ of the map and would like feedback.

The initial allied spawn would be the ‘high’ point sloping down slightly to the gates. The ground would again slope down to the ‘docs’ - giving the allies height advantage. Then the ground would slope (left to right) from the ‘doc’ to the water tanks - again giving the offense the height advantage.

I’m hoping this would help the allies ‘running passed’ the axis spawn - because they’d be leaping pretty fast down hill. So basically, the water tanks (8) would be the low point in the map.

This is just an idea - what do you think?