Yes there are some LD maps that are lightly based on Danger missions, but what if there were maps more heavily based on danger missions that were far more punishing than your standard maps with the biggest non player threat being floor traps.
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Ghost in the Machine Map: As points are Captured and lost doors and other paths will open, and shock traps will turn on hampering access to the midpoint. The team that is in the lead will occasionally be attacked by a Tentacle (from the Big Iron fight). The frequency of these attacks will increase the closer they get to the enemy base becoming merciless when the enemy gate is in sight.
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C42: A Giant Toxoil will spawn and mill about on the map's midpoint attacking all who come close. For every player on the losing team who is slain the Toxoil will spawn an aggressive Oiler or Toxigel that targets the winning team (these will despawn after a while and the total number cannot pass 1.5 X the number of players on the winning team). If the score becomes highly unbalanced it will spawn 2 regular Toxoils instead. The giant Toxoil cannot be killed but it will take damage and will flinch, the slimes it spawns can be killed but have twice as much HP as the regular ones and cannot flinch.
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Heart of Ice: Much like on the first floor of HOI there will be gates that can only be opened by killing a Howlitzer. Each time a point is capped an Ice Barrier (like the ones Maulos spawns in his battle) will spawn on the side facing the team that captured it, these ice patches take 10 hits to break. There will also be 2 Perma Frostifurs that spawn and will teleport and harass the players with the highest damage score, these Wolvers are able to do single or triple bites and can only damage the top damaging players.
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Legion of Almire: In this map there will be Almirian Crusader Statues at each point (2 for regular points, 4 for the center), all these statues are grey and will respawn after being broken. There is a 33% chance that these statues will spawn the Almirian Crusader, it will target and harass the one who broke the statue and will only shift focus when the player dies. After that it will target the player that killed it's target, if the target doesn't die to a player it will mill about until hit and then target that player. If a statue spawns a Crusader then it will not respawn the statue till that Crusader is Dead. Thankfully these Crusaders are slightly less bulky. In the last 45 seconds of the Map an Almirian Shadow guard Spawns to attack the team that is currently in the lead (if no team is in the lead it will spawn but not target anyone), this Shadow Guard has a massive amount of HP and cannot be killed in the time given.
In the last 45 seconds of the Map an Almirian Shadow guard Spawns to attack the team that is currently in the lead (if no team is in the lead it will spawn but not target anyone), this Shadow Guard has a massive amount of HP and cannot be killed in the time given.
We have 12 players. Challenge accepted.
But for real now, I like the idea of the maps, however I would rather the hazards be more... Hazardous. Instead of the tentacles attacking when near the enemy base, have a large construct at the center point that these tentacles originate from. They barely reach the neighboring points but still do. The Big Iron does not activate until the center point is captured, after which it will attack any player who enters its point.
Giant Toxoil seems fun, but again, make it universal. Big guys attack players around a center point, however you can try to lure it over to another point. Have some small doorways in certain areas or mist barriers to prevent the monster from being forced to spawn-camp.
Perma-frosters seem like fun, however they should travel as a pack and both target separate players. Perhaps when they're inside a guardian shield they are temporarily turned to fight for that team? Cannot teleport into the locker rooms. How about every time a point is captured, ice is spawned around every entrance/exit to that point? Make it break in 5 hits however - that's enough that a flourish won't be super fast but a suda won't take eons.
Lastly the statues are fair. Shadow guard should spawn at 1 minute remaining. Perhaps every time a point is captured, all statues on that point break out into crusaders and attack all players who just captured that point?
Bottom line is add some mist gates enemies can't travel through and you're golden. Keeping them in one area is hard, especially with wolvers.