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perfect map?

19 replies [Last post]
Sun, 01/25/2015 - 08:08
Jungle-Sword's picture
Jungle-Sword

No, this is not a thread about which maps are the best, no, I mean what would be your 'perfect' map.
Now you include anything like 5-point (or should it have 6 points?), go up and down (ex. ruins), dark atmosphere(ex. necropolis), have fire pots, traps and so on. This isn't rly a suggestion so I'm putting it here, and, you fellow LD players know more about LD maps than the suggestion peeps

My perfect map:
- 5-point
- dark
- a few traps (spikes)
- some gunner beneficial walls
- heal pad (up on the top of the map)
- no snowballs
- no gates

Sun, 01/25/2015 - 08:42
#1
Meep-The-Bank's picture
Meep-The-Bank
Meep.

My perfect map would be:

- 5-points
- A square-shaped map, but the walls are designed like a labyrinth. Big areas, connected by 3-5 block passages.
- One point in each corner, with a point in the middle.
- Must be symmetrical.
- Colour scheme is inspired by the Royal Jelly Palace.

Sun, 01/25/2015 - 09:11
#2
Valtiros's picture
Valtiros
My perfect map: -3 points - 1

My perfect map:

-3 points
- 1 point down, 2 points up
- a few fire traps
- no snowball
- some corridors but not too many
- no gates
- no healpad
- yellow

Sun, 01/25/2015 - 11:13
#3
Bleyken's picture
Bleyken

2 points and a big arena between them. Something like this -> http://i.imgur.com/aZIOa0b.png?1

Sun, 01/25/2015 - 12:35
#4
Krakob's picture
Krakob
^

Sounds like something you'd want for 1v1s. It would be nice but LD isn't made for 1v1s. If there was something for 1v1s I think OOO would make it for 1v1s instead of adapting another game mode to it.

I'll see if I can make a mockup for an idea myself in a while.

Sun, 01/25/2015 - 12:53
#5
Bleyken's picture
Bleyken

It's not for 1v1, the arena of the middle is for teamfights and only if you can beat/avoid the enemy team you can cap their point.

Sun, 01/25/2015 - 14:26
#6
Abelisk's picture
Abelisk
Definitely Ruins and

Definitely Ruins and Ramparts.

Both of these maps have:
*5-points
*Hard to fully spawn camp
*Great for Recons
*Useful for bombers
*Generates some of the best battles
*Many areas to "snipe" enemies with guns

Okay, now for the perfect map:

*5-points
*Hard to spawn camp
*Great for Recons
*Useful for bombers
*Generates some of the best battles
*Many areas to "snipe" enemies with guns
*Has interesting features like enemies (turrets?) or enemy-spawning areas so you'd need to take care of both the node and the enemy
*No narrow corridors
*Fun and bright

Mon, 01/26/2015 - 09:23
#7
Krakob's picture
Krakob

But the dominant team would just start camping the other spawn and it would be really quick given the small distance w/o obstacles. It would be an extra compact Frostbite.

Mon, 01/26/2015 - 10:15
#8
Dutch-Oven's picture
Dutch-Oven
My ideal mapBase exits

My ideal map

Base exits located at bottom so camping is harder.
Teams have two gunpuppies located just outside base to further stop camping.
Vertical layout design means capping and fighting on enemy side is harder.
Back passage that runs up through the center of the map, shortcut to enemy side but visible from enemy base.
Middle base that can be defended well from either side.
Center area with one-way barriers to allow escape from point 3 and add strategy to the map.

Would like to see an Unknown Passage themed map. Maybe the turrets could be unkillable like the turrets in unknown passage. Maybe shadow swarm traps could be a thing.

Mon, 01/26/2015 - 11:11
#9
Krakob's picture
Krakob

That's a very interesting layout, somewhat similar to what I have in mind. The idea of team based puppies is terrific! Personally, I'd like to see some form of toggle switches used for gates kind of like in Ramparts, but allowing teams to choose whether to keep gates open or not, where one option gives a defensive advantage and the other gives an offensive advantage.

Mon, 01/26/2015 - 15:37
#10
Deleted-Knight's picture
Deleted-Knight

Here's mine. The purpose of this map is to make sure all play styles have a useful niche while also making it easy to take points close to home and hard to hold points farther away.

About Points
The bottom two points are serve as "primary points" close to one's base. They are designed for gunners. Each is surrounded by a "box" that asses bullets and the only entrance opens towards the nearest team's base.
From a defensive standpoint, players capping a primary point can spam guns at people fighting on the outside of the "box". In the case of camping enemies, teammates can use guns from inside the safe zone to provide cover for those running into the box to cap.
From an offensive standpoint, guns are the best way to conquer the point since you can fire into the box while maneuvering yourself to the hard to reach entrance.

The top side points are "secondary points" and are designed for swordsmen. There's a lot of open space for running around and the walls are all bullet-proof so gunners won't have much cover.
From a defensive standpoint, secondary points are much harder to protect than the primary points since there's no single choke point. However, the team closest to each point has straight line access to a health pad located in their base. If the enemies don't have guardians, they will need to travel all the way down the map to reach the nearest heart pad.
From an offensive standpoint, secondary points have a south-facing entrance, allowing GF combo-ers to take advantage of the camera angle. The two entrances allow a cooperative, two-direction attack.

The middle point is the most interesting since it is supposed to be the most contentious. It is in a small, enclosed space with bullet-blocking walls, making it ideal for bombers. A south-end attack is deterred by factors listed in the next paragraph. A north-end attack is a bomber's delight.
From a defensive standpoint, the middle point is basically a fortress. People like to attack from the south, but the south is guarded by a rocket puppy, which is annoying to say the least. Furthermore, there is a ghost block barrier to prevent sneak attacks. Once the ghost block breaks, a defender standing on the point will know somebody is coming (note that the ghost blocks are quite close to the point). On the north end there is effectively one entrance because the passage is narrow and the point is pretty far down. There's almost no way to ambush someone who is guarding the middle point.
From an offensive standpoint, the middle point is the most tricky to take down. However, it is a great target for a team who is struggling against campers. The team-walls allow someone to sneak into the middle region easily. Pursuing enemies will be forced to take a long way around. This buys time for teammates back at the base.

More Notes
Primary and secondary points are easy to hold driving most of the action towards the middle. At the same time, the middle point relatively isolated, allowing sneaky players to take formerly unfavorable points before the enemy can double-back. (ie. A powerful opposing team would spend more time on your side of the field than their side, so they would approach their primary point from the "wrong" side.)
There are two heart pads located at the bottom center. Having two instead of one makes it hard for one team to hog the pad. However, the pads are close to each other which encourages fighting at the healing spot. The healing spot is positioned far away from any capture point, which means people who stay there too often loses out on captures.
Finally, the team safe zones extend across the whole width of the map and has a barrier in the middle. This makes life harder for campers.

Thu, 01/29/2015 - 08:24
#11
Dahall's picture
Dahall
A significant change to Contri's map

A more dangerous arena.

Fri, 01/30/2015 - 07:34
#12
Darklordskull's picture
Darklordskull
A maze arena that changes

A maze arena that changes with each match (always symmetrical) would be awesome

Sat, 01/31/2015 - 13:13
#13
Red-Galaxy's picture
Red-Galaxy
My perfect map

Everyone dies as soon as they step out of the locker room from a beam of light.

Sat, 01/31/2015 - 14:13
#14
Theirillusion's picture
Theirillusion

...confirmed

Tue, 02/03/2015 - 13:41
#15
Janeks's picture
Janeks
my ideal map

not avenue

Tue, 03/24/2015 - 06:12
#16
Dahall's picture
Dahall
I am Lord Nekro and you have the right to be silent.

Feast your eyes upon such glorious thred.

Tue, 03/24/2015 - 08:01
#17
Imorri's picture
Imorri
@Thread

I wonder why OOO's never released that one map that they showed us on the test server for the gunner update...

Wed, 03/25/2015 - 07:56
#18
Krakob's picture
Krakob

Because it was for testing purposes and not actually playing.

Tue, 03/31/2015 - 02:22
#19
Captainsloth's picture
Captainsloth
NO snow or useless fire.

Fire and snow are my 2 enemies. Because i often end up on low graphics when doing anything on them .

3 point map (mainly 4v4s).
dark/shady areas.
Green/dark green OR the mines kind of look.
Smaller tight passages round the side and a huge chaotic open area in the middle opening up the map (where the main areas are).
Healers possible near it. One for each end.

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