I was thinking, that some kind of Ancient Greece/Rome Siege style map could be made or put into the map list.
I think this could be both a map with either no vehicles or vehicles present. Doesn't bother me.
I was thinking the map shouldn't really be symmetrical cos yaaawn boring. But there lies the problem, how do you make it fair?
Well I thought that it could be like a landing or beach setting. Say...Blue team's nodes are on the beach, the beach isn't flat, it has hills so not every node is visible and thus not all nodes can be attacked in unison; consequently the matches won't be so short. The middle ground can be a kind of no man's land, perhaps a few palm trees or plants etc can be there or barricaded by sandbags or wooden walls/spikes. The Red team's nodes are in the city/castle. The city might have a wall around it, so only certain avenues can be used to get in. The walls can have large gates which can be breach, with stairs leading up the wall guarding the city. The walls might lead to the side nodes, and just before the castle there might be some secondary nodes. Inside the castle is where Red team's primary nodes are.
For issues of balance. Because the castle is going to be tough to penetrate, vehicle availability could be used as a means of balance. For example, the Red team has the castle which provides cover, so perhaps only medium support vehicles are allowed, i.e. Hellbenders, turrets (minigun & Link gun), mantas, Paladins etc. The benders and turrets would probably be best suited to guard tight spots, and let the mantas and palys in the courtyard with some open space, so they are still vulnerable. For the Blue team who will need to work slightly harder to take the Red team's core, heavy vehicles might be available i.e. tank, SPMA, Railgun tank.
I don't think Ultra class vehicles like Ion tanks, Levithans or flying vehicles would make the map tolerable to most people. Very easy to spawn trap with the Ion cannons, and air vehicles like raptor and cicada would just negate any tactical use of cover and wouldn't force the opposing forces to rely on healing the vehicles and trying to find a way through by sheer force and or skill.
The Team who starts off from the beach, might also have spawn point in ships or landing craft. For the team on the beach, their power core would be on one of the boats, half exposed. The castle/city team might have their's in the heart of the palace or the main hall.
Imo that's balanced. Sand dunes protect the beach team from all nodes being wiped out in seconds, they have the heavier vehicles to breach the walls, and the castle/city team use cover, turrets, and have their nodes tucked away in the side rooms/corridors.
Yes it's a bit of a close in fight, but also gives a chance for vehicles to dominate and help their team win by suppressing chokepoints and supporting those on foot with extra firepower.
Just an idea..
Ancient Siege map
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Re: Ancient Siege map
I really like that idea lich I've had a similar thought myself, maybe something based on the film Troy or Lord of the Rings. My only concern is people switching to their preferred team all the time...
I may try and make something in the Summer unless someone else feels like having a go?
I may try and make something in the Summer unless someone else feels like having a go?
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Re: Ancient Siege map
I actually tried to make a plan for this map in Paint, but it was a complete embarrassment, so instead I'll just write about it.
I like the idea of the beach/castle setting, however im thinking something like this. One core on a half-beached longboat with a bow-figure that protects the core a bit. So one team spawns right at the edge of the beach, the middle part is all (hilly?) beach and there is a castle at the other end where the other core is.
For some bizarre reason I envision this being a circular map (I guess I'm bored of rectangles). Nodes in the beach area can be surrounded by palm trees & stones or just surrounded by sand dunes. Also it would be cool if people could use a series of shield jumps to scale the castle walls.
My worry about the narrow paths within the castle is the possibility of hellbender skycombo spams. Hopefully this can be offset by having 1 large entrance at the front, 2 side narrow entrances and people scaling the walls.
I know you want to see the plan I made, so prepare to view the unrivalled brilliance of my technical and artistic prowess.
It's a shit plan with no detail, but just conveys the general setting. Castle should not be an open space, it should have paths leading to a central area where the core is. It should have walls on which turrets are placed.
I like the idea of the beach/castle setting, however im thinking something like this. One core on a half-beached longboat with a bow-figure that protects the core a bit. So one team spawns right at the edge of the beach, the middle part is all (hilly?) beach and there is a castle at the other end where the other core is.
For some bizarre reason I envision this being a circular map (I guess I'm bored of rectangles). Nodes in the beach area can be surrounded by palm trees & stones or just surrounded by sand dunes. Also it would be cool if people could use a series of shield jumps to scale the castle walls.
My worry about the narrow paths within the castle is the possibility of hellbender skycombo spams. Hopefully this can be offset by having 1 large entrance at the front, 2 side narrow entrances and people scaling the walls.
I know you want to see the plan I made, so prepare to view the unrivalled brilliance of my technical and artistic prowess.
It's a shit plan with no detail, but just conveys the general setting. Castle should not be an open space, it should have paths leading to a central area where the core is. It should have walls on which turrets are placed.
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Re: Ancient Siege map
So what sort of sized map are we thinking about here? Captain, Omaha, Dria?
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Re: Ancient Siege map
More Spambox.. or when you want it huge than Deathdoom sized.Cat1981England wrote:So what sort of sized map are we thinking about here? Captain, Omaha, Dria?
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Re: Ancient Siege map
I would say something like a little larger than Omaha. But obviously the castle/fort would have 2-3 floors.Cat1981England wrote:So what sort of sized map are we thinking about here? Captain, Omaha, Dria?
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Re: Ancient Siege map
I don't know when it will be, but when i get an afternoon free i'll try and knock up a very basic map and we can start to work on this idea.
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Re: Ancient Siege map
Cat1981England wrote:I don't know when it will be, but when i get an afternoon free i'll try and knock up a very basic map and we can start to work on this idea.
Awesome, look forward to it. Also, some kind of massive statue inside the castle or something would be great. The Castle has got to be like a Royal palace. So it's got to have a feeling of conquering another nation. Perhaps a statue of the invading team can be on one of the boats, as if ready to replace the one in the castle.
The castle should be three to four floors high, with perhaps the fourth floor reserved for only the walls of the castle, from which the defenders can shoot. So essentially the castle has three fighting floors.
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