

Proposing Next Cw Map: Alpine Peaks
Started by Romeo Deluxe, Apr 17 2015 10:45 PM
7 replies to this topic
#1
Posted 17 April 2015 - 10:45 PM
This is a nice big map going to waste in the solo queue. Well at least in the current modes available. With a little modification it could be a nice map. Here is what I propose...
Make the center mountain larger and a big capture point. This could be worked into a several game modes. The team that holds the capture point the longest wins instead of a count down timer as in Conquest. Spawns are around the edges and the fight is for the middle for a planetary power station.
Mode 1, Turret sub-objectives: Main capture objective in middle with 3 or 4 capture points around it. When a sub-cap is flipped it activates each 4 turrets, so total 12 or 16 turrets. The turrets can be shot and disabled but if the sub-cap is flipped they are now activated for the team that just capped it and the disabled turrets are reactivated.
Mode 2, LZ Relocation: initial LZ's are at edges of map. There are 3 sub-cap points besides the main objective. When a sub-cap point is controlled it moves the dropship LZ closer to the main objective for one lance. This allows for that lance to reinforce the mechs fighting closer to the main objective much quicker. Thus there are fights around the main objective in trying to control these points and protect the forward moved LZ's. A team that manages to cap all 3 sub-objectives will then have all 3 lances to defend the main objective and generate more points. The team losing caps have the choice to keep fighting for the LZ sub-objectives or to group up and push into the main objective, then directly reinforcing the main objective bypassing the forwarding of LZ's.
Mode 3, LRM Turrets: similar to Mode 1 but there are LRM emplacements that can fire into the middle. Some ability to find cover in the middle should be there but not enough for a 12 man to do so easily. Choices here are fight direct for the middle main objective or spend time trying to get to the LRM emplacements then move in. Stay all in the middle or have some people trying cap the LRM emplacements.
These modes I described could be used on other maps that are repurposed for CW. I'm thinking of the current tools I've seen used in CW, so another map that can be put into use fairly soon. I'm sure there are other modes that eventually will be released......Eventually.
Also throw in some combinations of all the modes above, i.e. Mode 1+3, Mode 1+2+3, Mode 2+3, etc.
Make the center mountain larger and a big capture point. This could be worked into a several game modes. The team that holds the capture point the longest wins instead of a count down timer as in Conquest. Spawns are around the edges and the fight is for the middle for a planetary power station.
Mode 1, Turret sub-objectives: Main capture objective in middle with 3 or 4 capture points around it. When a sub-cap is flipped it activates each 4 turrets, so total 12 or 16 turrets. The turrets can be shot and disabled but if the sub-cap is flipped they are now activated for the team that just capped it and the disabled turrets are reactivated.
Mode 2, LZ Relocation: initial LZ's are at edges of map. There are 3 sub-cap points besides the main objective. When a sub-cap point is controlled it moves the dropship LZ closer to the main objective for one lance. This allows for that lance to reinforce the mechs fighting closer to the main objective much quicker. Thus there are fights around the main objective in trying to control these points and protect the forward moved LZ's. A team that manages to cap all 3 sub-objectives will then have all 3 lances to defend the main objective and generate more points. The team losing caps have the choice to keep fighting for the LZ sub-objectives or to group up and push into the main objective, then directly reinforcing the main objective bypassing the forwarding of LZ's.
Mode 3, LRM Turrets: similar to Mode 1 but there are LRM emplacements that can fire into the middle. Some ability to find cover in the middle should be there but not enough for a 12 man to do so easily. Choices here are fight direct for the middle main objective or spend time trying to get to the LRM emplacements then move in. Stay all in the middle or have some people trying cap the LRM emplacements.
These modes I described could be used on other maps that are repurposed for CW. I'm thinking of the current tools I've seen used in CW, so another map that can be put into use fairly soon. I'm sure there are other modes that eventually will be released......Eventually.
Also throw in some combinations of all the modes above, i.e. Mode 1+3, Mode 1+2+3, Mode 2+3, etc.
#2
Posted 17 April 2015 - 10:52 PM
I honestly hate the map and feel like it'd be better if it were just removed from the game. Too much real estate for 12v12.
#3
Posted 18 April 2015 - 12:06 AM
How about making a really built up urban city like the ones from MW4 to throw something new into the mix rather than another boreal vault but worse.
#4
Posted 18 April 2015 - 01:04 AM
I think it would be good as a more open CW map, where the attackers could climb hills between the gates if they wanted, maybe using places that only certain smaller mechs can climb.
#5
Posted 19 April 2015 - 11:48 AM
I want a space port with drop ships taking off
#6
Posted 19 April 2015 - 01:08 PM
Romeo Deluxe, on 17 April 2015 - 10:45 PM, said:
This is a nice big map going to waste in the solo queue. Well at least in the current modes available. With a little modification it could be a nice map. Here is what I propose...
I have a different perspective with regards to using Alpine Peaks as a CW map:
Mystere, on 17 April 2015 - 12:51 PM, said:
As an example, take Alpine Peaks. Build a base on top of the easternmost hill (H11-I13). Strategically place a dozen or so LRM and ERLL turrets in places that overlook the uphill approaches. It will literally be an uphill battle for the attackers, whether from the north (F13-G13) or the south (I12-J12). You do not even need walls. But, the attackers would probably need a bigger drop deck than the defenders to succeed.
Alternatively, and for an even tougher time for the attackers, wall off the uphill approach from the south, forcing the attackers to expose themselves while climbing uphill from the north.
A faction that loses such an imposing fortress deserves a tough time taking it back via a counterattack, and an even tougher time taking back the planet.
Alternatively, and for an even tougher time for the attackers, wall off the uphill approach from the south, forcing the attackers to expose themselves while climbing uphill from the north.
A faction that loses such an imposing fortress deserves a tough time taking it back via a counterattack, and an even tougher time taking back the planet.
Taisa Sodai Lopez Kerensky, on 18 April 2015 - 12:06 AM, said:
How about making a really built up urban city like the ones from MW4 to throw something new into the mix rather than another boreal vault but worse.
Here is an idea on how to use an urban map in CW:
Mystere, on 02 April 2015 - 09:04 AM, said:
I also want more game modes ...
For example, consider two complementary and co-dependent game "modes":
For example, consider two complementary and co-dependent game "modes":
- Search and Destroy
- Resistance
- large-scale urban
- lots of skyscrapers (damaged or otherwise)
- lots of long and narrow streets
- lots of places to hide and ambush
- EMF-noisy environment
- "Search and Destroy" requires a "special forces" team to mop up the remnants of a defeated enemy discovered hiding in a large city.
- tailored for groups, but anyone is allowed to join
- "Resistance" requires a team of hardened and veteran freedom fighters to repel the enemy.
- tailored for solo players and small groups (2-4) only
- The "Search and Destroy" team is possibly larger (more players, higher tonnage and/or larger drop deck).
- The "Resistance" team is possibly smaller (less players, lower tonnage, and/or smaller drop desk),
- The "Search and Destroy" team needs to clear the city of the enemy (kill them all).
- The "Resistance" team merely needs to survive.
- Time limit is (for argument's sake) 45 minutes.
I have more ideas here.
Edited by Mystere, 19 April 2015 - 01:08 PM.
#7
Posted 19 April 2015 - 05:30 PM
Taisa Sodai Lopez Kerensky, on 18 April 2015 - 12:06 AM, said:
How about making a really built up urban city like the ones from MW4 to throw something new into the mix rather than another boreal vault but worse.
...because this is a thread about Alpine Peaks repurposing. Feel free to start a thread on an urban map. Also, didn't they mention they are going to rework River City?
#8
Posted 19 April 2015 - 07:34 PM
If victory hill in alpine was not a scaleable mountain (i.e. you couldn't get up on top of it at all) even that change would make the map better, but it still needs some work in any case.
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