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Map type suggestions


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#1 Starne

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Posted 20 February 2012 - 11:22 AM

This is thread for all your map ideas and suggestions. Here's a few to get the ball rolling.

"Caverns"

This battle ground consists entirely of massive underground chambers and caverns. Some were carved out aeons ago by nature, others by a huge Star-League era mining operation. Some of the Caverns are wide open, others are cluttered with debris and abandoned mining machinery. A few have natrual sky lights or artificial lighting, but most are pitch black. The chambers are connected by tunnels, some of which are large enough for two assault mechs to move through shoulder-to-shoulder, others are only large enough for light mechs and the smallest mediums. The map is very three-dimensional, with some larger caverns having multiple levels, and plenty of places for the people smart or quick enough to take the high ground to fire down on the lowly slowpokes. Spot-lights and Nightvision are a Mechwarrior's best friends on this map. Many commander abilties are disabled, except in the parts of the map that are open to the sky. Mineral veins in the walls in some parts of the map interfere with some types of sensors. One or two of the chambers are partially flooded.

"Palace"

This map centers around the enormous compound of some House Lord. The sprawling gardens provide plenty of concealment, and the countless outbuildings provide all the cover a Mechwarrior could ask for. The massive main building is large enough that Light, and Medium mechs can actually pass through some of the main doors and battle it out in the ridiculously huge throne room and dining hall. Several ponds and small lakes scattered across the grounds can be useful for cooling your Mech, and several hills and tall buildings can provide good vantage points for jump-jet equipped mechs.

"Starlight"

This battle takes place in a large(think almost grand-canyon sized), winding canyon on a dark and cold world far from it's star. There is natrual light, but not much(Only natrual light sources would be the stars, and the nearby gas giant). Some parts of the canyon are darker than others thanks to the steep sides. The cold, thin atmosphere of this rock helps cool mechs, and the lower gravity gives jumpers an extra boost. Wily Mechwarriors can blast loose boulders causing them to fall to partially block passages, create cover or even damage enemy mechs. Several small caves and outcrops along the sides of the canyon make for good ambush positions.

"Factory"

This battle takes place inside a sprawling factory complex, some of it indoors, some of it outdoors(For an idea of the scale, think of the Aerospace factory described in one of the recent news posts, or the Boeing Factory in Washington State). The massive hangars, warehouses, and assembly buildings are filled with cover and are large enough for even assault mechs. Outdoors, piles of shipping containers, and smaller outbuildings provide plenty of cover in most areas. Some wall sections in the larger buildings can be blasted away, or just charged through by larger mechs, for those of us with a little of the Kool-Aid Man in us. Some roof sections are also destructible, to open the way for Commanders to call in fire support, or just so you can jump down on that Atlas' head.


Thoughts? Comments? Criticism?

Please fire away with your own ideas, folks.

Edited by Starne, 21 February 2012 - 09:07 AM.


#2 Vernius Ix

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Posted 20 February 2012 - 12:02 PM

Good ideas.

#3 verybad

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Posted 20 February 2012 - 01:07 PM

That starlight idea is nice. Could be very cool looking.

#4 FinnMcKool

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Posted 20 February 2012 - 02:25 PM

we are starting with only 4? are you certain ? where did you see this?


If they are very large maps 4 could be plenty to start but we all like variety , admit it.






what about we all get shrunk down and battle in a bathroom?

#5 Exilyth

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Posted 20 February 2012 - 03:58 PM

zero-g ops.
Teams start on their teams jumpship at opposite map edges and there's a space station in the middle.
Also, some asterioids and debris floating around.
Gravity is local, e.g. towards the ship/station/asterioid, unless you're far enough away.
If you fail a jump, you dissappear into space.

#6 Starne

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Posted 21 February 2012 - 09:33 AM

View PostExilyth, on 20 February 2012 - 03:58 PM, said:

zero-g ops.
Teams start on their teams jumpship at opposite map edges and there's a space station in the middle.
Also, some asterioids and debris floating around.
Gravity is local, e.g. towards the ship/station/asterioid, unless you're far enough away.
If you fail a jump, you dissappear into space.


That's an interesting idea, but not all Mechs have jumpjets. You could just restrict that map to JJ-fitted Mechs only, but that would severely cut down on the player pool.Still, it would be funny to see an Atlas go tumbling through space, arms and legs flailling around.

Here's a few more ideas:

"Atlantis"

Colonised during the Star-League era, the cities of this world were constructed under domes on the sea-bed to better exploit the planet's natrual resources. During the 1st succession war, internicine fighting destroyed or seriously damaged the domes, flooding the cities and killing the unfortunate inhabitants who were unable to escape. The Great Houses and various private concerns all run salvage operations on this world, looking for Lostech. Sometimes, the disputes get a bit heated. The battlespace consists entirely of one of the flooded, ruined cities. Fallen debris and collapsed buildings litter the battlefield, turning the city into a maze. Passages through the ruins, created by man or by happenstance provide numberous ways to flank the enemy. As the entire battlefield is flooded, all missile weapons are automatically replaced with torpedo-based versions. The water helps cool mechs, but also reduces the effectiveness of certain weapon systems. Lasers and PPCs do less damage, and Gauss rifles and Autocannons are less accurate. Spot-lights, Nightvision, and other sensor systems will make or break a team in this battle, as the ruins are extremely dark.

"Ash"

This hot, tectonically active planet is uninviting the extreme, but is rich in mineral resources, and so it attracts attention. In a few millenia, this world might be verdant and green, but for now it is an inhospitable hellscape. The battle takes place around a mining complex in the shadow of a massive volcano. A lava river cuts through the center of the battlefield. Mechwarriors can cross by either wading through(not recommended), hopping across by jumping from rock to rock(slightly safer), or by using the natrual or man-made bridges. Massive boulders, rock formations, and small hills provide lots of cover. Several smaller lava pools provide additional hazards. The high temperature of this world makes overheating any mech easy, and no standing water means it's all up to your Heat-Sinks. Periodic Earthquakes can throw off your aim, or even cause your mech to stumble and fall. That natrual stone bridge over the river doesn't look very sturdy, either(repeated use by very heavy mechs, or one particularly strong earthquake will cause it to collapse). The bright side to all this is that despite the immense ash clouds that fill the sky, the system's star and that huge volcano provide plenty of natrual lighting.

Edited by Starne, 21 February 2012 - 12:38 PM.


#7 verybad

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Posted 21 February 2012 - 01:14 PM

Asteroid gravity is so low that it's esentially not there. Moving your torso would be enough to set you spinning off the rock. They're more an obstacle than a base of movement. I think it sounds cooler than it would actually turn out to be if implemented realistically.

You can't really walk on an asteroid, any force against the asteroid will set you off into space.

Luna sized moons (1/6 terran gravity) might be interesting, bouncy running and all.

#8 Starne

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Posted 21 February 2012 - 01:41 PM

Good points, Zero-G or Microgravity combat would be really hard to implement realistically, and even then it would be more frustrating than fun. I still like the mental image of Mechs tumbling through space, frantically firing their weapons at each other, and only worsening their situation in the doing. Also, an Urbie shouting "SPAAAAACE!".

In all seriousness, low gravity combat would be interesting. I only have one idea for an interesting Low-G scenario, if anyone else has any ideas, feel free to throw them out there.

"Sunburn"

This battle takes place a small moon orbitting a planet fairly close to it's star. Low gravity causes mechs to move in odd ways, and effects the way some weapons behave, as well. Mechs cool more quickly in the near-vaccum. The terrain is pockmarked with craters(both from impacts and ancient volcanic activity), rock formations, ravines, and hills. Some of steeper hillsides, and deeper craters and ravines are also host to largish caves. The unique mechanic for this map, aside from the low-gravity is that as the moon rotates, the battlefield is exposed directly to the star's harmful radiation. This event happens at predictable intervals, and all Mechwarriors get an audible and visible warning before it happens. Mechs caught in the open during the 'Bright phase' have their sensors jammed, start to overheat, and if they remain out for too long, actually begin to sustain damage. Also, it gets really bright, and can kind of hurt your eyes. Expect everyone to scramble for cover and 'the shade' before this event occurs. Brave or foolish Mechwarriors are advised to heed the warnings, and not remain exposed for prolonged periods. Any location out of direct line-of-sight with the Star is safe from the radiation, but some 'shady spots' are either only big enough for a smaller mech, or are only large enough for one heavy mech.

#9 ManDaisy

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Posted 22 February 2012 - 07:21 PM

"Maze of Highways" - Battles take place on multilevel highways. Often times the case there may be parallel or intersecting highways with no connection at all, on and off ramps serve as connection points. Highways are littered with the explodable wreckage of mulitple vehicles both military and civilian. Jump is a heavy factor in deciding the match.


"Residential Neighborhood "the suburbs" " - Littered with the traces of a one peaceful life. Lines and lines of small houses with white picket fences serve as a divider between you and the next street. Typically you may recognize the occasional swimming pool, or dog house. Small trees provide for little cover, however knee level 1- 2 story housing serve as an impediment to your travels.


"Chemical / Power Plant" - sharing the industrial feel of a factory, this setting sets itself apart by including the many many hazardous obstacles one would expect to find running thru and fully developed industrial productions site. This May include High voltage power lines, Exploding fuel storage tankers, acidic chemical vats, dense sharp metal structures, radioactive containment vessels, and Heavy smoke inducing vents and other exhaust.

"Water Gate" - Battle takes place in large aqua purifier facility. Maps is covered in knee deep canals, some empty, some storing water. Mechs may travel thru various water tunnels and end up in unexpected places. Some tunnels may be fully submerged. Water flow serves to impede your movement, sometimes sweeping away less powerful engines. The possibility of falling off a water hyrdo power dam, also exist.


"Hill Side Heights" - Battle takes place on a winding narrow hill side Highway. To your left looms the mountain with its steep cliffs and falling rocks, to your right lies the flimsy guard-rail, to prevent you +25 ton mech from passing thru it and into the depths below is an utter joke. Road may snake to allow falling downhill to points on lower roads, or to free fall off cliff edges to your death.


"The Bad Lands" - The deep Desert Sand Serves to quagmire all mechs and cause slippage and reduced speed. Meanwhile the harsh desert heat serves to obscure all thermal optic imaging, while the sandpaper like desert winds create a wall of sand, reducing visuals to only a few close meters. Heat is problematic here.


"Space Port" - Land is composed of many flat runway lines that aerospace vehicles use to taxi their travelers. Acceleration Launching Ramps, Blast pits, and also many hangers both above and below ground exist on the mulitple terminals. Space port is characterized by the abundance of the many neon lights used to mark the dividing line between runways and such. Building will also be brightly lite to prevent plane crashes. Numerous aerospace vehicle sized elavators serve to transport unused vehicles to their underground hanger.

"Ammunition Facility" - miss and the whole thing goes BOOM!



Various Grade Urban Areas - lightly packed, (easy for all), to Heavily packed , (hard to navigate to all but the urbanmech).

Edited by ManDaisy, 22 February 2012 - 08:14 PM.


#10 MaddMaxx

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Posted 23 February 2012 - 10:55 AM

Quote

"Ammunition Facility" - miss and the whole thing goes BOOM!


BOOOM!

"Sorry Boss, I missed"

"You did that on purpose didn't you? Now get in there and see if anything is left"

Sheepish look...

"Damn Rookies!"

adding:

"Battle on a 36 Hole Golf Resort". You have to stay out of the Hazards and do not skuff your feet on the Greens. LOL :)

Edited by MaddMaxx, 23 February 2012 - 10:56 AM.


#11 Morashtak

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Posted 23 February 2012 - 05:49 PM

View PostAegis Kleais™, on 20 February 2012 - 02:27 PM, said:

I just hope it's not all Urban (with equal hopes that the maps aren't just wide expanses of open terrain)


With rolling terrain and wide deep rivers even "open" terrain doesn't need to be so open. Would expect the 'Mechs to be shorter than redwoods, firs, etc (or the planet specific equivalent) so Forest maps should be very interesting ("Dang trees! Stop jumping in front of my guns!!!").

Been running around Skyrim imagining parts of it as different map types (on a larger scale, of course) and seeing how something as simple as elevation changes would make the fights very fun if not a bit frustrating, which adds to the fun. ;)

"Guard the Pass" (None Shall Pass!) scenario. Can you imagine it?

#12 Starne

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Posted 24 February 2012 - 07:22 PM

View PostMorashtak, on 23 February 2012 - 05:49 PM, said:


Been running around Skyrim imagining parts of it as different map types (on a larger scale, of course) and seeing how something as simple as elevation changes would make the fights very fun if not a bit frustrating, which adds to the fun. ;)



Building on the Skyrim-inspired terrains:

"Hot Water"

This battlefield consists of a large volcanic crater., and the Combatants are fighting over a geo-thermal power station. The edges are heavily forested and many ridges, hills, and rock formations provide plenty of hard cover. In the center of the crater, the trees give way for large boiling pools and geysers. The hills, ridges, and rock formations remain, however. The geysers interfere with some forms of sensors, and can cause Mechs caught in the jets of steam to heat up. Predictably, standing in the boiling-hot pools of water will also cause heat-buildup in Mechs. Mechwarriors can opt to remain in the concealment of the forest, and move more slowly, or cut across the more exposed center of the crater.


I personally like this idea because it turns the usual utility of water as a means of cooling a mech off into a hazard.

Edited by Starne, 25 February 2012 - 02:39 PM.


#13 ManDaisy

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Posted 24 February 2012 - 07:31 PM

"New San Franciso" - Urban City where no roads are level. Maps streets all vary from 30 degress to 45 degrees, some even steeper. Building Height will vary in Height. Only the Top of buildings are level.

Ref
http://www.google.co...Q9QEwBw&dur=468

Edited by ManDaisy, 24 February 2012 - 07:33 PM.


#14 FinnMcKool

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Posted 24 February 2012 - 10:07 PM

What if the DEVs had a contest letting the community make maps for the game , just think what may be offered and of course the DEVs would have all rights and complete control to make them part of the game. ?????

#15 neodym

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Posted 25 February 2012 - 11:57 AM

I loved the cave mission in MW3,I think more dense city,factory and kinda indoorish places would be good.Dense city makes jump jets so much more usefull and fun

all you guys have GREAT ideas,all of you,if I could I would want to play on all the maps you posted here

Edited by neodym, 25 February 2012 - 11:59 AM.


#16 neodym

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Posted 25 February 2012 - 12:00 PM

View PostStarne, on 24 February 2012 - 07:22 PM, said:


Building on the Skyrim-inspired terrains:

"Hot Water"

This battlefield consists of a large volcanic crater., and the Combatants are fighting over a geo-thermal power station. The edges are heavily forested and many ridges, hills, and rock formations provide plenty of hard cover. In the center of the crater, the trees give way for large boiling pools and geysers. The hills, ridges, and rock formations remain, however. The geyers interfere with some forms of sensors, and can cause Mechs caught in the jets of steam to heat up. Predictably, standing in the boiling-hot pools of water will also cause heat-buildup in Mechs. Mechwarriors can opt to remain in the concealment of the forest, and move more slowly, or cut across the more exposed center of the crater.


I personally like this idea because it turns the usual utility of water as a means of cooling a mech off into a hazard.



this sounds ridiculously good ;)

#17 FinnMcKool

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Posted 06 March 2012 - 08:30 PM

Dinosaurs

#18 Semyon Drakon

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Posted 06 March 2012 - 08:44 PM

I like the idea of having reproduced historic battlefields. There is a novel where Grayson Carlyle and Jaime Wolf re-fight the battle of gettysburg with Mech forces.

I know unlikely but fun as a simulation.

I'd be keen to see well realised multiple terrain type maps, with wilderness/farmland/towns present.

Semyon

#19 Polymorphyne

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Posted 07 March 2012 - 12:01 AM

I would actually love to see the "Defiance" map from MW4 make a return (obviously redesigned a bit). Its a wonderfully tactical map.
(Basically its a mechworks facility/complex in a valley, on either side is a mountainous ridge where the two teams spawn, along the sides of the valley are forested ridgelines.)
Its a map that favours fast lances flanking along the wooded valley sides, gives a big advantage to LRM mechs sitting on the starting mountains, but that can be mitigated a bit if the mechworks facility is built up a bit with larger buildings/less destructible terrain, which would give cover to heavy/assault lances moving through the mechworks.





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