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Map Ideas


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#1 Vellron2005

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Posted 16 June 2015 - 05:14 AM

Hey Guys..

Here's a thread to post your ideas about new maps that the Dev's could make.

Post map ideas according to specific rules and info needs. Post only detailed ideas, and post only ideas that can be made NOW with graphic elements allready in game.

NO NEW GRAPHICS, NO NEW GAME MODES, NO NEW OBJECTS, just what's allready available.

Here are the rules for what info you need to post about your map idea:

- Map Name
- Map Size (Grid sizes up to wich letter and number, e.g. A-J, up to 10. So A1-A10, J1-J10)
- Intended for wich game mode (e.g. Skirmish map, or CW Invasion attack map)
- What graphic packs would be used (e.g. Buildings from River City, sandy terrain from HPG manifold)
- Description of your idea, object placements, strategies and general feel of the map.

So go ahead guys, let the creativity shine! Maybe PGI takes some of our ideas and makes them a reality!

Edited by Vellron2005, 16 June 2015 - 05:15 AM.


#2 Tarogato

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Posted 16 June 2015 - 05:28 AM

Way ahead of you, mate. ;)

Posted Image

Posted Image

#3 Vellron2005

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Posted 16 June 2015 - 05:33 AM

I'll begin...

Here's my first map idea..

EDIT: Posted a scribble of the idea:

http://s297.photobuc...0Point.jpg.html

Map name - Cameron Point.
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - CW Invasion - Attack / Defend / Counter Attack
Graphic Packs - Buildings from River City, terrain and water from Emerald Taiga

Description - This map is a coastal approach to a fortified military base. The base sits atop a high mountain / hill, with a sprawling city on the shoreline around it. It is completely surrounded by high walls. It is backed by mountainous terrain on one side, high, sheer cliffs that fall into a deep sea on the other. The base can be entered through three gates. ALPHA gate is accsessed via the main road that leads through the center of town. The town has many tall buildings that provide cover for approaching attackers. BETA gate sits on the opposite side of alpha, in the mountaineous region, and connects to a back road that winds up the mountain and into the complex. GAMMA gate is built-in into the sheer cliffside and is accsessed through the deep water. It leads to a cave complex under the main base, and climbs up into the complex above.

The base is heavily fortified, with two turrets around each gate, and three more protecting each generator. The outer base wall has mech-sized platforms so that mechs could shoot over the walls, but only one at a time, and there would be only several such platforms, so not all mechs could do that. The rest could not see the invading force from the high walls that surround the complex. The base complex itself houses military hangars, mech bays, tech labs and an air field with planes and dropships sitting parked on the runway. (use dropship and airstrike plane models) The center of the complex houses the orbital cannon, located on the highest point of the whole map. The o-gens are located in the facilities below the main complex, close to the sea-gate, near the air field strip, and in a patch of rockface away from the city. The base also has empty mechs standing parked in a military formation.

The Defending force starts in the main fortified complex. The invading force starts far far away in the open water, with the city and a minimum of 1000 meters deep of open water between it and the base wall. (Water depth deep enough to near-submerge a raven)

Like Vitric Forge, this map would favor the defending force, but unlike that map, there would be a potencial for dog-fighting in the lower city, as well as providing an accsess point that would be diffiicult to defend - the Sea gate. It would be very hard to shoot into mechs that hug the walls.

There.. Now go play PGI. :-)


View PostTarogato, on 16 June 2015 - 05:28 AM, said:

Way ahead of you, mate. ;)


Nice.. you actually posted before I could! Keep up the good work, but please, provide a description as I did..

Edited by Vellron2005, 17 June 2015 - 03:46 AM.


#4 Tarogato

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Posted 16 June 2015 - 06:29 AM

View PostVellron2005, on 16 June 2015 - 05:33 AM, said:

but please, provide a description as I did..


Not provided because I haven't decided yet. It's just a terrain idea that can be molded and rearranged to fit whatever need and size necessary.




However... if you're interested... perhaps you could make a drawing of your Cameron Point and I'll try my hand at recreating it in game. I'm new to using the tools, so I could use the exercise. I like the ideas you posted. =]

#5 Dawnstealer

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Posted 16 June 2015 - 06:46 AM

http://mwomercs.com/...91683-map-idea/

#6 Vellron2005

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Posted 17 June 2015 - 02:10 AM

View PostTarogato, on 16 June 2015 - 06:29 AM, said:

Not provided because I haven't decided yet. It's just a terrain idea that can be molded and rearranged to fit whatever need and size necessary.




However... if you're interested... perhaps you could make a drawing of your Cameron Point and I'll try my hand at recreating it in game. I'm new to using the tools, so I could use the exercise. I like the ideas you posted. =]


How are you even doing that by the way? You a Dev or something? I didn't know an editor was out..

I'll try to sribble something up, but I'm really short on time, so it may take a while..

Anyway.. come on people, post your ideas!

I'v got a few more, so I'll post them on seperate posts..

Edited by Vellron2005, 17 June 2015 - 02:11 AM.


#7 Vellron2005

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Posted 17 June 2015 - 04:22 AM

I've been feeling particularly creative lately, so I'm gonna post another Map Idea for you guys..

Map Name - Ironforge Mechworks
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - CW Invasion - Attack / Defend / Counter Attack
Graphic Packs - Buildings and walls from HPG manifold and Vitric Forge, terrain from caustic valley

Description:

This map is a mostly underground complex of a mech production facility. The only outdoor areas are the big crater-like whole that serves as the entrance to the mechworks, and the central area which holds the orbital cannon. The great crater holds the invading force's dropzones, and slopes down to the two main accsess points, ALPHA and BETA gate, witch are separated by a large rocky spike. The inside of the complex is a maze of broad hallways, supporting collumns, deep pits with slopes all the way to the bottoms, and the main mech assembly line.

The line is stopped, and on it stand the last assembled mechs. All over the inside there are standing powered down mechs witch would be destructable, but would yield no benefit to the players other than letting them "blend in". All of these mechs would be innersphere, and made up of a mix of atlases, awesomes, catapults, and ravens. The o-gens would be in remote chambers on the outer sides of the complex, and right next to them would be circular platforms with powered down clan mechs - 1 Tiberwolf, 1 Stormcrow and 1 Hellbringer, all captured for study by the innersphere scientists. These would also be destructable. In the center of the complex, there would be a great hall open to the sky, and in its center, the orbital cannon.

The map makers could play with the lighting and the atmosphere of the inner complex, as I imagine it to be relatively dark, with the only lighting being red warning lights, and what little natural light would get in at the central courtyard housing omega.

The hallways would be wide in places, and narrow in some places also, and there would be many large collumns to take cover behind. There could be different elevations and levels to the complex, and one hall housing complete mechs, standing as mute witness to better times..

EDIT:

It would be nice if at front of the complex, in the big rock that divides the two gates, there were 50% bigger atlas statues with a stony texture, flanking both gates..

Edited by Vellron2005, 17 June 2015 - 04:59 AM.


#8 Vellron2005

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Posted 29 June 2015 - 01:12 AM

Ok, so I've had another map idea to share with you guys.. Feel free to post some of your own, or simply comment!

Map Name - Gargantis Spacestation
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - CW Invasion - Attack / Defend / Counter Attack
Graphic Packs - Buildings and walls from HPG manifold and Vitric Forge, terrain from HPG manifold

Description:

This map is basically a huge space station. All the terrain is done like HPG manifold inner section (not dusty, but metal parts), with a clear destinction of the outer ring housing dropship landing pads, storerooms, and mechbays. The whole map looks like a section (or slice) of a circular space-station, with the orbital cannon in the centre. The two main pathways leading into the central area are protected by high trenches topped by turrets that fire at approaching mechs and aircraft passing by (animations of space-craft passing and fireing or dogfighting by would be added). There would be many underground areas with generators, o-gens, power lines and all sorts of techy stuff. The topside would be open to space, and the sky would show a distant planet spinning in and out of sight as the whole moon-sized space station revolves to provide gravity.

For special effect, jump jets would be +25% effective here, but if you get to high you would get an out of bounds message.

The map would have a "death star" feel to it, and would have to make the players feel like they are defending the main defence weapon system of a moon-sized space station.

Edit:

For added immersion, there would be a continuos space battle going on above the heads, with dropships, fighters and those big round dropships clearly seen in the sky. As the map rotates, one side would show a planet the space-station orbits, and the other a big sun in the distance (1/3 as big and as bright as in vitric forge). When facing the sun, the top level of the map open to space would be very bright, and when facing the planet, utterly dark since it would be in the shadow.

Edited by Vellron2005, 29 June 2015 - 01:19 AM.


#9 Napoleon_Blownapart

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Posted 30 June 2015 - 12:28 PM

man, i just made a post about a mech factory map then found this..

#10 Vellron2005

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Posted 02 July 2015 - 05:45 AM

Ok, so here's another map idea..

Map Name - Aheron Waste Penal Colony
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - CW Invasion - Assault / Skirmish / Conquest
Graphic Packs - terain from Terra Therma, Sun and main building from Vitric Forge. Acid lakes from Caustic Valley.

Description:

This map would be a huge dessert burned by the fact that the planet was once simply too close to its twin suns.
When I thought of this map, "Crematoria" from the Cronicles of Riddick" instantly came to mind. The whole map would be riddled by jutting rocks, crevices, and sharp outcroppings of black terain and opsidian. The map would feature a cascade of large waterfalls of a green acidic-looking fluid, witch would contrast beautifully with the blackness of the surrounding rock.

For combat terms there would be plenty of rocks for cover, and jump jets would be very usefull. The whole map would have a "just solidified after melting" feel to it, with rocks shaped like waves of water crashing down. There would be multiple tiers of elevations, deep holes, high-jutting peaks, and large overhangs of rock. The Acid waterfall would have a large rock spliting it in two (like the LOTR falls of Rauros). Many acidic pools would be scatered about, and walking in them would damage armor slowly over time.

In the sky above, a binary star system of dim stars would be evident, but not very bright, as the whole map would have a dark caustic atmosphere dominated by black and green colors.

In the very center of the map there would be a large fortress-like structure that houses a penal colony. (Maybe with political prisoners or captured clammers) It would be done in a fashion similar to the fortress on the entrance in Vitric forge, but about 4 times as big, with high walls and good sniping spots only accessable by jump jets. In conquest mode, one capture spot would be there.

On the oposite sides of the map, in deep crevices, next to a pool of acid, would be housed the base of the two teams in assault mode. They would be protected by natural rock formations.

The main fighting would probably be done around the fortress and around the acid waterfall.

Edited by Vellron2005, 02 July 2015 - 05:48 AM.


#11 Vellron2005

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Posted 16 October 2015 - 01:59 AM

Here's another map idea.. came to me a few days back, posting it here now:

Map Name - Hyperhydric Plant
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - Assault / Skirmish / Conquest
Graphic Packs - terrain from Forest Colony, Trees from Forest Colony, buildings from Emerald Taiga

Description:

This map is a basically a two-part Dam set on a temperate world. The map is split into the upper section which has a large accumulation lake deep enough to wet an Atlas's arms, flanked by control buildings, dense forests and hills. The lower part consists of an river flowing into the distant city, a steep canyon that slowly falls away to the more open countryside, and several overflow tunnels. The Dam itself is a multi-tiered wall of concrete with large water drains and waterfalls of water spewing in huge flows and cascading down into the river. It has entrances big enough for mechs to enter and climb up onto the upper level, and side ramps that can serve the same purpose.

The Wall of the Dam is similar to that of the popular Hoover dam, so that it has a wide road on it, and is a great defensive position for shooting the mechs below. The lower section has plenty of cover from rocks, hills and side overflow tunnels.

The Dam itself is to high to jump jet on. A mech must climb it via the ramps and internal areas, or go around through the hills.

#12 Vellron2005

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Posted 16 October 2015 - 03:26 AM

I'm still inspired, so here's another one!

Map Name - Urban Jungle
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - Assault / Skirmish / Conquest
Graphic Packs - terrain from River City, buildings from Emerald Taiga and River City

Description:

This map would be a huge urban map, like River City, but with no "river" or forests, or coastline.. just buildings from edge to edge, and extending into the distance as far as the eye can see. The streets would range from narrow allies to wide avenues, and would by floor plan, resemble a quarter of a curve (meaning the map is only one forth of the actual full size of the city, which would make it a true metropolis). The buildings would range from high business skyscrapers in the center to the lower slum areas and luxury apartments towards the edges.

Offset from the center, towards the lower right corner of the map, there would be a large round city square, with a tall obelisk memorial in its center. The Obelisk would be flanked by two large statues, one representing Alexander Kerensky, and the other Stefan Amaris. Alternatively, it could feature 4 Atlas statues (if you don't want to do additional modeling).

The buildings in the city would appear "garrisoned", with sandbags, and all sorts of other combat wear and tear. There would be many fires, torn and damaged buildings, and roads blocked by barricades, vehicles, containers and debris. This city is meant to look like it has seen extensive combat.. think Battle for Stalingrad meets Sarajevo. Adding to the feel of a large-scale engagement would be planes and dropships that would constantly fly overhead, so players would never be sure if its just the "environment" or there's an air strike somewhere nearby that they missed.

The landscape would also feature several large bombardment detonation craters, and a hill or two with different terrain elevations and full of "rich people mansions". For additional atmosphere, there should be a persistent sound of gunfire and explosions in the distance. The whole feel of the map should be of a huge battle going on, and utterly chaotic one at that.

Players would have to engage in some heavy close-in fighting, brawling and sniping. Cover would be plentiful with lots of high buildings, but there would also be lots of collapsed buildings and areas where a mech can hide and power down to set up an ambush. LRM carriers would have to climb one of the higher hills, or jump jet on top of a building to be effective.

Map edges would be full of barricades and debris so as to prevent accidental out-of-bounds mishaps.

Hope you guys like it!

Hope PGI makes it!

Edited by Vellron2005, 16 October 2015 - 03:29 AM.


#13 Vellron2005

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Posted 16 October 2015 - 05:28 AM

Apparently, super inspired today.. here comes another one!

Map Name - Fungal Wasteland
Map Size - A1-A10, J1-J10 (Or biggest possible size)
Game Mode - Assault / Skirmish / Conquest
Graphic Packs - all-new terrain and objects (I know, I know.. but we gotta move on to newer and better things at some point, right?)

Description:

This map is essentially a large forest, but instead of trees, it has huge fungus, mushrooms, and such. The mushrooms are all brightly colored, taller than mechs by a great margin, and their tops are only reachable by jump jets. The fungal forest is thick, but you can still see the bright red sky. The fungus range in color from purple to red, or from green to blue. They have natural pigmentation and glow-in the dark properties, which make them seem somewhat ethereal during night time engagements.

Some of the tops are inverted into shallow pools of water. The ground is sandy and mostly brown in color, jutted with an occasional rock formation. The topography is slightly uneven, with various height variations, but not enough to be considered hills.

Most of the cover comes from the huge fungus, and the thickness of the growths would make LRM's a challenge.

In the center of the map, there is a clearing where a large ancient pyramid stands, slightly buried in dust and grime. The style would suggest it's not even human-made, but it's origins are a mystery since there are no symbols or records to its history. It is perfectly smooth on all sides, and made of jet-black rock which clashes with the overall bright colors of the fungus and sky.

The mechs can't climb the pyramid except with jump jets, and even then, its sides are too steep to stand on. It has no entrances whatsoever, only a red-glowing line that runs horizontally down each side at about half height. it also emits a mechanical energy sound when approached close.





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