Jump to content

[Suggestion] Cool New Map Ideas For Devs


86 replies to this topic

#1 Phoenix Branson

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,173 posts
  • LocationTexas

Posted 21 January 2013 - 06:59 PM

Space Platform
Map Size: Large
Temperature: Very Cold
Gravity: Low
Key Features: Massive Space Platform with various JumpShips flying around
Posted Image

Lunar Observatory
Map Size: Medium
Temperature: Very Cold
Gravity: Low
Key Features: Lunar Observatory, Cliff Faces, and Craters
Posted Image

Aerospace Hanger
Map Size: Medium
Temperature: Moderate
Weather Effects: Clear
Key Features: Massive Aerospace Hanger with various Aerospace Fighters
Posted Image

Deep Cavern
Map Size: Very Large
Temperature: Moderate
Weather: Clear
Key Features: Massive Cave System (Almost Entire Map) with Lake and Scattered Mountains (Outside Cave)
Posted Image

Icy Moon
Map Size: Very Large
Temperature: Very Cold
Gravity: Low
Key Features: Icy Moon Environment, with Massive Craters and Mountains
Posted Image

Badlands
Map Size: Large
Temperature: Arid
Weather Effects: Clear
Key Features: Rock Towers, Rolling Hills, and Grassy Plains
Posted Image

Planetary Rings
Map Size: Very Large
Temperature: Cold
Weather Effects: Freezing Rain
Key Features: Large Hills, Valleys, and Evergreen Trees
Posted Image

Red Planet
Map Size: Large
Temperature: Very Cold
Weather Effects: Sandstorms
Key Features: Terraforming Stations, Mountains, Desert Flatlands, and Canyons
Posted Image

Metropolis
Map Size: Very Large
Temperature: Moderate
Weather Effects: Clear
Key Features: Vast City Landscape
Posted Image

Green Valley
Map Size: Very Large
Temperature: Temperate
Weather Effects: Fog
Key Features: Massive Valley, Plateaus, Rivers, and Dense ForestPosted Image

Marshes
Map Size: Medium
Temperature: Hot
Weather Effects: Thunderstorms
Key Features: Bog Environment
Posted Image

Mining Colony
Map Size: Medium
Temperature: Very Cold
Gravity: Low
Key Features: Mining Colony, Moon Landscape, Mining Vehicles and Equipment
Posted Image

Jungle Outpost
Map Size: Medium
Temperature: Hot
Weather Effects: Sunny
Key Features: Military Outpost, Jungle Environment, Narrow Streams, and Waterfalls
Posted Image

Asteroid Base
Map Size: Medium
Temperature: Very Cold
Gravity: Low
Key Features: Asteroid Base, Geysers, Craters, and Massive Rock Outcroppings
Posted Image

Ancient City
Map Size: Large
Temperature: Hot
Weather Effects: Sunny
Key Features: Ancient City Landscape, Mountains, and Long Shoreline
Posted Image

Redwood Forest
Map Size: Large
Temperature: Moderate
Weather Effects: Clear
Key Features: Dense Redwood Forest, Long Rivers, and various Structures
Posted Image

Castle Mountain
Map Size: Large
Temperature: Moderate
Weather Effects: Rain
Key Features: Castle Mountain, Lakes, and Scattered Hills
Posted Image

Biodome
Map Size: Large
Temperature: Moderate
Weather Effects: Clear
Key Features: Massive Biodome Environment
Posted Image

Stormfront Farm
Map Size: Large
Temperature: Moderate
Weather: Hurricane (Heavy Rain and Gusty Winds)
Key Features: Farmland, Scattered Trees, and various Farm Structures and Equipment
Posted Image

Dustbowl
Map Size: Large
Temperature: Moderate
Weather: Duststorms
Key Features: Desert with Massive Duststorm (Visibility drops rapidly when BattleMech enters Duststorm)
Posted Image

Firestorm
Map Size: Medium
Temperature: Very Hot
Weather: Wildfires
Key Features: Forest with Massive Wildfire (Heat raises exponentially when BattleMech enters Wildfire)
Posted Image

Event Horizon
Map Size: Medium
Temperature: Very Cold
Gravity: Low
Key Features: Blackhole is slowly ripping apart a rogue moon, causing unstable gravity and electronic interface
Posted Image

Tropical Island
Map Size: Very Large
Temperature: Hot
Weather: Clear
Key Features: One giant tropical island with multiple smaller islands, lush vegetation and bright blue water
Posted Image

Got a great map idea, share it below...

Edited by Maverick01, 29 March 2013 - 11:38 AM.


#2 Chou Senwan

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 403 posts

Posted 21 January 2013 - 07:39 PM

Tropical Islands
Map Size: Large
Temperature: Warm (but with cooling water)
Weather Effects: Waves and storms
Key Features: Shallow water between scattered wooded islands, long sight-lines but still good reasons to use jump jets (to avoid being slowed in water).

Posted Image

Forest Fire at Night
Map Size: Medium
Temperature: Cool (but with deadly fire)
Weather Effects: Smoke, wind direction, advancing flames
Key Features: Area that is on fire changes match by match, hills can cause you to move from areas of bright light to pitch darkness, making thermal difficult to use, and night vision optimal.
Posted Image


Hot Springs
Map Size: Medium
Temperature: Cool
Weather Effects: Steam, intermittent geysers intense enough to damage and knock over a mech.
Key Features: Vividly colored pools, patches of thick mud, rolling green hills

Posted Image


Crystal Cave
Map Size: Small
Temperature: Sweltering Hot
Weather Effects: Humidity
Key Features: Too hot for thermals, requiring night vision (or spotlights). Cramped terrain, awkward sight-lines, stalactites that can be dropped on someone.

Posted Image

Edited by Chou Senwan, 21 January 2013 - 07:52 PM.


#3 Steven Dixon

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 621 posts

Posted 21 January 2013 - 11:55 PM

I like all those ideas, maybe add in a jungle or a ruined city.

#4 ExAstris

    Member

  • PipPipPipPipPipPip
  • 427 posts

Posted 22 January 2013 - 01:14 AM

Lunar Base and Forest Fire at Night definitely get my vote.

Palace
Map Size: Medium
Temperature: Normal
Weather Effects: Any
Key Features: Palace/Fort with courtyard, gardens, perimeter walls, barracks, statues (Someplace regal to fight over, since its in so many of the books/games, also would be nice to see someplace with some decorum, color, and class left, a nice contrast to our current washed out, war-torn environments)
Posted Image


Canyon
Map Size: Medium-Large
Temperature: Warm
Weather Effects: Dust Storms, tumble-weeds
Key Features: Large canyons with long stretches that require jump jets to surmount the upper walls edge, making jumping in require a fair journey to escape. Perhaps a bridge or two that are highly exposed to cross. Likely have sci-fi fillings on either side, a mining station, fuel depot, landing pad, small town, etc.
Posted Image



Volcano's Edge
Map Size: Small-Medium
Temperature: Very Hot
Weather Effects: Lava and ash falling from the sky, lighning in the dustplume, Ash-laden atmosphere.
Key Features: Map has a bit of a slope to the entire level, and a bit of curvature around that slope (being the side of a volcano). So bumps provide ample opportunity for mechs with arm mounted weapons to shine (though the average slope should still be in torso range). Lava flow patterns change, mechs can run through lava but heat up quickly when doing so. Probably trees that catch fire when lava hits them, similar to Forest Fire map suggested above. Thermal Vision would be a pain here, especially with hot ash/lava in the air.
Posted Image

Edited by ExAstris, 22 January 2013 - 01:15 AM.


#5 Rigiroth

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 350 posts
  • LocationValhala

Posted 22 January 2013 - 06:26 AM

Awesome.

#6 w0rm

    Member

  • PipPipPipPipPipPipPipPipPip
  • Giant Helper
  • 2,162 posts

Posted 22 January 2013 - 10:21 AM

Asteroid Belt
Map Size: Medium - Large
Temperature: 0 K
Weather Effects: Asteroid showers with different sizes
Key Features: Spinning asteroids, minimal gravity

Posted Image

Neutron Star Orbit
Map Size: small - Large
Temperature: 0 K
Weather Effects: Hard radiation, Electromagnetic interference.
Key Features: HUD/ECM/IFF will get jammed on a random base

Posted Image

Seaport
Map Size: Medium - Large
Temperature: 10°C - 40°C
Weather Effects: rain, mist, waves, thunderstorms
Key Features: Ships docked in Harbor, huge variety of terrain (e.g. container storage spaces, sea mole, huge cranes, open shallow and deeper water parts)

Posted Image

Thick Jungle
Map Size: Large
Temperature: hot humid
Weather Effects: misty, strong rain
Key Features: low view range due to thick vegetation, tree's twice the size of an Atlas

Posted Image

Savannah/Savannah during Monsoon Season
Map Size: Medium - Large
Temperature: hot
Weather Effects: clear/rain
Key Features: incinerable grass during dry season

Posted Image

Radioactive Wasteland
Map Size: Small - Large
Temperature: hot/cold
Weather Effects: clear/rain
Key Features: Radiation cripples sensor range, Thermal and Nightvision

Posted Image

Abandoned Strip Mine
Map Size: Large
Temperature: humid
Weather Effects: clear/rain
Key Features: Huge gaps, terraces, abandoned mining equipement/buildings

Posted Image

Lakeside
Map Size: Medium - Large
Temperature: cold/warm/temperate
Weather Effects: clear/rain
Key Features: Open water zones, lush forrests

Posted Image

Edited by w0rm, 08 February 2013 - 05:19 AM.


#7 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 22 January 2013 - 10:29 AM

A moon map for sure!!! Variable Gravity would be interesting too. And a cave map would be epic, huge caves where we can jumpjet, etc, that would be epic.

#8 Fut

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • 1,969 posts
  • LocationToronto, ON

Posted 22 January 2013 - 10:36 AM

****. All of these map ideas are amazing.
I really hope the Devs take some of these suggestions seriously!

#9 w0rm

    Member

  • PipPipPipPipPipPipPipPipPip
  • Giant Helper
  • 2,162 posts

Posted 22 January 2013 - 10:44 AM

Edit: merged with previous post

Edited by w0rm, 23 January 2013 - 04:22 AM.


#10 Ugrak

    Member

  • Pip
  • Survivor
  • 16 posts

Posted 22 January 2013 - 11:17 AM

What I would like to see implemented to, in the maps thar already are also is affecting surface.
I mean that the difference in what you walk on should affect how fast you can move. For example walking in the water should slow down mechs more than on hard land, anda san also, not as much as water thou.

And smaller lighter mechs would beaffectd more by water as they are more in it and lighter than big slow ones, Maybe the other way around on soft ground.

Edited by Ugrak, 22 January 2013 - 11:17 AM.


#11 Neogodhobo

    Member

  • PipPip
  • 32 posts

Posted 22 January 2013 - 11:27 AM

Ravage Plain

Posted Image


Destroyed Island

Posted Image


Destroyed City

Posted Image



Having maps that represents battlefields would be nice........

Edited by Neogodhobo, 22 January 2013 - 11:28 AM.


#12 Steven Dixon

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 621 posts

Posted 22 January 2013 - 02:11 PM

View PostUgrak, on 22 January 2013 - 11:17 AM, said:

What I would like to see implemented to, in the maps thar already are also is affecting surface.
I mean that the difference in what you walk on should affect how fast you can move. For example walking in the water should slow down mechs more than on hard land, anda san also, not as much as water thou.

And smaller lighter mechs would beaffectd more by water as they are more in it and lighter than big slow ones, Maybe the other way around on soft ground.

The good news is that they already plan on having water affect the speed of mechs, it is just being delayed until they can fix netcode and a few other issues which have higher priority. These are neat ideas for maps though.

#13 Bubba77

    Rookie

  • 3 posts

Posted 22 January 2013 - 04:45 PM

I would like to see something with large lakes and or rivers where the mechs could be completely submerged. Limited visibility, sensors and combat, but also allows folks to be concealed unless an enemy is much closer. Maybe on a large sloping hill with several waterfalls (good for hiding and cooling off).

A dessert area (similar to the Red Planet at the top). Heat wave distortions, blowing dust, rocky outcroppings, maybe a canyon or two.

A high gravity gas giant with a soupy atmosphere, poor visibility, blowing dust and gases...

#14 Krazy Kat

    Member

  • PipPipPipPipPipPipPip
  • 696 posts
  • LocationTexas

Posted 22 January 2013 - 05:28 PM

All excellent ideas!

I had a silly thought about the upcoming Desert map. Giant sandworms.

"Hey everybody! Let's all march up into this worm's mouth and crawl out his butt! Sneak attack."

#15 Phoenix Branson

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,173 posts
  • LocationTexas

Posted 22 January 2013 - 07:36 PM

View PostBubba77, on 22 January 2013 - 04:45 PM, said:

A high gravity gas giant with a soupy atmosphere, poor visibility, blowing dust and gases...


Actually, gas gaints do not have a solid surface to "land" on.

Edited by Maverick01, 22 January 2013 - 09:06 PM.


#16 Xenoid

    Member

  • PipPipPip
  • The Blazing
  • The Blazing
  • 93 posts
  • LocationEastern U.S.

Posted 22 January 2013 - 07:44 PM

All great ideas I'd love to see in game. And the visuals you all provided are beautiful.

The only other maps that come to mind are rolling hills (I know, kinda boring) and underground tunnels/caverns/catacombs etc.. Basically a labrynth underground.

#17 Phoenix Branson

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,173 posts
  • LocationTexas

Posted 22 January 2013 - 08:47 PM

Updated main post with following map ideas:

Rock Tower
Distant Moon
Jungle Outpost
Derelict Station

Keep them coming!

Edited by Maverick01, 22 January 2013 - 10:04 PM.


#18 miscreant

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 823 posts

Posted 22 January 2013 - 09:18 PM

Not every battle in BT was waged on EARTH.

We need creative, sci-fi maps with alien fauna and foliage.

#19 Kyryos

    Member

  • PipPipPip
  • 83 posts
  • Facebook: Link
  • LocationFlorida

Posted 22 January 2013 - 09:19 PM

Yeah these need to be in the game asap

#20 Phoenix Branson

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,173 posts
  • LocationTexas

Posted 22 January 2013 - 10:11 PM

View PostKyryos, on 22 January 2013 - 09:19 PM, said:

Yeah these need to be in the game asap


I hope Garth will see the post. We could use more variety in map design.

That's why its important for more people to come up with great ideas. They are listening :)

Edited by Maverick01, 22 January 2013 - 10:12 PM.






10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users