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Swarm/Core styled lockdown map (6v6)

5 replies [Last post]
Thu, 05/21/2015 - 12:11
Holy-Nightmare's picture
Holy-Nightmare

The map will have 5 points with 2 on the bottom, one in the middle, and 2 on the top.

The map would use the same blocks as the ones used in the Dreams and Nightmares. In theme with the Core level there would be no HP pads anywhere on the map (not even in spawn).

There would also be various traps, the respawning white orbs (wall blocks that break with one hit) would have a chance of being a black orb (which spawns a swarm monster when broken). From time to time patches of the map would change into the swarm spike traps (which will damage players that stand in this too long or run into them), Void turrets would spawn in floating island blocks near the end of the round.

Halfway through the game a Swarm source would spawn somewhere between the center control point and one of the other points. If brought down to a small size it will fade and move to another location (between center and outer CPs).

There will be 4 paths to the center point each from the outer points, when a point is captured a key will spawn. The center point can be unlocked with 3 keys and the doors will reset after the center is captured. Unfortunately those inside the doors will be killed as a Swarm turret will spawn in the middle of the point and will stay there till the center is accessed again.

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This map will encourage players to work together to fight the enemy team, move the keys, survive the map itself. The lack of HP recovery will lead to more finished battles.

Thu, 05/21/2015 - 12:48
#1
Fangel's picture
Fangel
Hmm.

I like the map and ideas behind it, but I don't think we should really have a core/swarm themed lockdown map. I know, I'm pulling the lore card here, but it's rather important.

The swarm infecting the coliseum would be very nasty. Instead, I would recommend having this be a sort of IMF map. Have those rotating switches have to be flipped by teammates (or enemies!) to reach the center point. This would mean teamwork would be forced in order to take back the map unless you hold most of the other points. In the center room, after the point is captured, you can have rockets just start firing down upon those inside. A striker or a recon will die, but a guardian might be able to survive. This means the player can try to run out of the area without being killed.
However, this means that health pads are still on the map.

I do like the idea, but I don't like how it conflicts with lore. The Core is very important, not something we should just take lightly and say "yeah PvP is now in the core". Game-mechanic wise though, it's great.

Thu, 05/21/2015 - 13:01
#2
Hexzyle's picture
Hexzyle

Consider that snow slows players down the same as the swarm seed does, and also consider Golden Gun Puppies when redesigning your idea, if you decide to take Fangel's advice on board.

Thu, 05/21/2015 - 13:33
#3
Jungle-Sword's picture
Jungle-Sword
sry…no :/

I am a very frequent LD player, now I know I don't speak for all frequent LD players, however, I know the hardcore LD players (which make big part of the LD community) will NOT like this idea. Following reasons:
1. the players in PvP DO NOT play PvP to survive against THE MAP. They play PvP to play against other players by using their weapons and some pickups which are given in the map. In my opinion it is not needed to add the map as an enemy, as for it can RANDOMLY kill a player who could have killed the other player, but the map was against him (Example: swarm turrents, spike traps , void monsters). Surviving a map is for PvE. that is what PvE is mainly about….sort of
2. This map could not be used for 2vs2 or 1vs1 tournaments. Yes, this is a minor argument, however it does kinda suck to just have to start over again because this one map will attack the players without the players doing anything…..
3. 'encourage people to work together'. Keep in mind this is RANDOM LD, where people almost never talk with each other, and if they talk, it is RARELY about coordination. The most I have seen is: 'get point 1/2/3/4/5'. That's pretty much it.
4. No health pas AT ALL? not even in your base? Sry, but every PvP I know has a health pad in their base for retreat (ok I haven't played many PvP games) or at least gain health over time while walking. Plus, this will make the guardian class quite OP as it has the ability to heal itself and the players around him.
I guess you can see this as positive, because there will be more guards, but I see it as a negative because let's say you are fighting a guard and get low on health, you would normally retreat, right? Well that won't help a lot, will it…

The ideas about respawning block with a small chance of viid block I am OK with. And the moving swarm is a maybe for me. But the rest just makes PvP unnecessarily hard, and is therefore ridiculous. Sry about the negativity, but I had to get my opinion away :/

Thu, 05/21/2015 - 13:53
#4
Fangel's picture
Fangel
Eh.

I see the troubles you're having with it, but the maps already do fight players somewhat with hazards.
Spike traps and status pits are examples of this, along with shadow fire quick puzzles. Putting monsters and turrets into the map requires players to be more wary of their surroundings. It's not hard to avoid a zombie swipe. You will not be randomly killed, either the enemy will attack you or the map will reign fires from above on you for capturing the point (which means your point is technically defended after capturing it if you get away from it fast enough)

2v2 and 1v1 tournaments are irrelevant since the actual game should not cater to made up player minigames. If a 1v1 or 2v2 gamemode comes out, maps with hazards should not be in there (unless they act as a border). Plus this is a 6v6 map.

Encouraging teamwork in a co-operative environment is critical to make the game co-operative. Saying "omg they don't listen" is the reason I want this type of map in the game - in order to win you can't just striker boost into enemies and use your UVs and net connection to win. It's not hard to put keys in a door or flip a switch... And if it is for lockdowners then, well... A map's design isn't the real problem there.

No health pads are good as it means you'll finish fights and defend your guardians. Claiming that the pitiful half pip per second is OP is a rather big stretch. It just means players will play more offensively always instead of retreating at all, which will make for both more finished fights (as Holy-Nightmare said) and a higher penalty for getting hit. You can also kill the enemies that spawn for health in the void sense.

Overall, more maps with more unique hazards are really needed to keep PvP fresh. This is a great idea, and taking out the lore-conflicts, I'd see the map as a step in the right direction.

Thu, 05/21/2015 - 14:11
#5
Holy-Nightmare's picture
Holy-Nightmare
@ above

@ Fangel

I can understand no wanting to make it for lore reasons but I could still be modeled in a similar fashion with bright tiles and an alien atmosphere. I just want something that deviates from the typical dark and mechanical maps (even the snow maps feel tedious).

@ Hexzyle

I have sworn off making suggestions about new Ice themed maps till the Recon Footsteps gets removed because till then maps like that put that class at a disadvantage.

@ Jungle-Sword

While players in LD don't fight the map they still have to watch out for hazards such as traps and enemies (whether expected or unexpected).

Void Turrets only spawn near the very end and unless someone purposely opens the Black orbs there wouldn't be any monsters on the map. While the current design makes it impossible to play 1v1 or 2v2 on the center you still can play in each of the 4 corners. No monsters or hazards spawn there.

The keys idea would be something fresh to LD, I can see how it would be annoying to try and get that middle cap to tip the scales but it would be interesting if keys opened up extra paths on the outskirts of the arena.

One of my pet peeves in LD is finishing people off. As a Recon I can easily deal damage and skirt about their attacks but when it comes to finishing them off I have little chance. Most people play striker and if they decide to run away and heal what can I do? Wait for them to come back with full health? I want a deathmatch

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