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LIEK, NITRO IS OVARPOWARDDD (New Lockdown Maps)

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Lun, 01/21/2013 - 18:52
Imagen de Doctorspacebar
Doctorspacebar

I do remember someone saying the Super Blast Bomb was overpowered and needed a nerf. I personally disagree with this, and can't help but point out the Polaris line and those insufferable Shock Max UVs, but w/e.

So! You probably came because you wanted to see new Lockdown maps. Well, here you go!

VOID
This 5-point map with the floor colors of the Unknown Passage (no Swarm effects, though) and a completely black background has shifting laser bridges that swap between two different configurations at set intervals. (For convenience, we'll call them "A" and "B", and say the points start with A.) The bridges flicker for ten seconds before turning on or off; anyone caught on a bridge that turns off dies instantly, so that ten second warning should be your cue to get to whatever side you want to be on, FAST.

The two points closest to each team don't require a bridge to get to, though it's a bit faster on configuration B; the center point cannot be reached unless configuration B. The other two points are annoyingly difficult to reach unless configuration A is on, requiring you run past respawning Sparkies and Shock floor traps on roundabout paths.

The bridge switch happens about once every minute; having that center point under your team's control when it becomes inaccessible is a good thing to have.

COMPLEX
This 3-Point map is, as the name implies, fairly complex. The floor looks quite a bit like the Ironclaw Munitions Factory, and there are a lot of Gremlin-level-esque decorations around.

The initial five-square-wide path out of each base has Ironclaw Rockets flying up through it in a simple pattern: Edges, middle, repeat. Be careful around these rockets! Heading straight through perpendicular to the rockets will take you through a short hall flanked by Barb Wire into the nearest point (which ONLY is accessed from that hall).

To get to the center point, you have to go with the tide of rockets... but only AFTER lowering the gate that blocks each side from entering. And how, pray tell, do you lower the gate? Either a button on the other side (only good for getting out) or hitting a switch on the upper half of the arena that's across some spikes. To get to that room in the upper half, you have to go against the tide of the rockets, then head through a hallway; going all the way to the other side will get you to the enemy rocket hallway (where you can then access their first point), and halls to the south (with spikes) lead you to the switches (each of which is connected to the other with a roundabout path made of spikes).

Once you get to the center point hallway, simply weave through the barbed wire obstacles and you'll find the center point, with eight Fiery rocket launchers near it (two shooting at each other from each side, with the rockets meeting in the middle. This turns the north and south edges of the center point room, as well as the two entrances, into places you don't want to stay for long.

Strikers may weep now.

PALACE
This 5-point map is, of course, based on the Royal Jelly Palace, with the same background and the same walls and the same floors.

The points go in a straight line from one to the next, with spikes and brambles in between. The catch? There's TONS of flanking routes that can sometimes be faster than waiting on the spikes. On the top center point of the field is a heart pad, but there's a respawning Caustic Polyp guarding it; if you want to use it properly, you'll need to have a Guardian Shield (or just kill the Polyp with that annoying Polaris you no doubt brought with you).

On the bottom center section of the field is a path to a room just below the center point room, with a directional barrier on a low wall that lets anyone pelt the center point with whatever bullets they like, without having to worry about retaliation. The range will be just such that Polaris bullets can only reach the lower half of the point.

There are one-way escape routes near each point except the center point that can be used by the team the point is closest to, allowing for them to easily reach their spawn.

KEEP
Obviously, this three-point map is based on Candlestick Keep.

Your spawn room (and the lobby) is protected by permanent candles. However, outside the spawn, Grimalkins will appear and chase down players- eight to twelve of them, too, based on however many players are in the game. The paths have no traps, but this is Candlestick Keep, you don't need traps! (An ! module will happily inform newbies of the dangers posed by Grimalkins.)

There are ember spawns in each spawn room, and unlit candles along the path and near the center point, which is on the north end of the arena. The close-to-base points are protected by permanent candles (and can be accessed directly from the respective spawn by a thin path). Of course, these aren't the only ember spawns; there's eight ember spawns in the very center of the arena. Of course, nothing is easy in Lockdown, and the embers will be guarded by a respawning Smoking Howlitzer. No, I swear, I wasn't copying... okay, maybe I was copying Avenue a bit. Or a lot.

Now here's the fun part. Halfway through the match, four Phantoms appear, one in each corner, and proceed to rush toward the center, aggro-ing onto players close to them. With both Phantoms and Grimalkins running around, you've got quite a bit to worry about!

Comments? Suggestions? Scathing rebukes?

Lun, 01/21/2013 - 19:39
#1
Imagen de The-Rawrcake
The-Rawrcake
so much rawr

so much rawr

Lun, 01/21/2013 - 20:04
#2
Imagen de Waffleconecake
Waffleconecake
I like what I have read, none

I like what I have read, none the less it seems interesting and if it was added would bring some thing good to the PvP. +one

Lun, 01/21/2013 - 20:42
#3
Sevinoss
I love it.

I've gotten kinda bored of these maps, and I BARELY play LD. I'm sure Veterans of the sport are so tired of the same maps over and over. I played Forest three times in a row today AND last night!
I love this idea. +WhatevernumberIcangive.
I'm okay with Void, though the Bridge time seems off. Striker clones will win here automagically. Palace and complex I LOVE.
But...doesn't the Keep one seem a little overpowered? Some people would dodge the monsters and let people with no shadow defense get eaten up by monsters, then go in for the kill. (Pointing at Snarby/Skolver striker clones here) Poor little bombers and gunners (me included) would have a harder time at this level map than they really should.
I do like the part where we have to get past Howlitzers to get to the embers, but the 4 Phantoms seem a bit...overdramatic. One or two randomly spawning, but four at once, pulverizing anyone near them, smoking howlitzers firing at people trying to escape the Grimalkins too? Ouch.

Mar, 01/22/2013 - 13:09
#4
Imagen de Klipik
Klipik

Can we veto maps? So I never have to play on Keep ever?

Lun, 02/04/2013 - 19:43
#5
Imagen de Doctorspacebar
Doctorspacebar
All right. Maybe the Phantoms

All right. Maybe the Phantoms in Keep are too much. I think the Grimalkins should stay, though. Maybe the Recon Cloak can hide a Recon from Grims, while Guardians can tank the hits with their shield (a feature that will remain unique to the Guardian Shield). Strikers... well, boost.

A skilled Recon could actually pull off a trap against lazy strikers. Get a Grim to spawn going down a common path for Strikers, cloak out of the way, and just let him go forward...

As for striker clones winning "automagically" at Void, well, bombs. Setting a Stagger Storm could slow enemies enough to keep them from crossing in time. And Strikers can't do that.

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