push map

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
I'd like to see one of the ns2 maps be something closer to a push map. Typically, push maps require that each successive point is captured (moving away from your base), before you can capture the next point.

Note: Being a push map does NOT require that the map be completely linear. You can still have side vents and hallways.

Reasons I like push maps:
1. They can be easier for beginners to understand
2. They are good for a small player count (under 12 players)
3. They are different from the other maps (to mix it up a bit)

Comments

  • CamronCamron Join Date: 2011-01-06 Member: 76356Members
    This would have to be implemented as a game mode and not just as a map. If this mode doesn't end up in NS2 it will most likely show up in a third-party combat mod.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Pushmaps were all the rage back in Forgotten Hope a BF1942 mod, they can still be quite dynamic indeed. You can even have a push where two areas can be concurred at the same time, but to push towards the next part of the map you have to own and secure both those points.

    I vote for "pm_mapname"
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    lol I didn't know what you meant by "concurred", I was like, huh? "At the same time"? "At the same time" at the same time?
    Then I realised you meant conquered.

    Good idea for an alternate game mode, probably won't be possible just by mapping. Maybe by scripting.
    Unless you have some ideas about how it could work with the current system? A linear set of tech/res points? There would of course be no reason not to go in and capture a deeper area, but it would be discouraged by the linear structure.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I dislike push maps because, almost always, they are straight forward and linear. Almost every push map in Battlefield Bad Company 2 is this way and, if you actually try to play with the objective in mind, it's beyond frustrating.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2011
    Even better idea: NS2 <a href="http://www.youtube.com/watch?v=V8Pd4fij5KI" target="_blank">surf maps</a>

    Its what the gorge belly slide was made for!
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1826814:date=Jan 25 2011, 03:38 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 25 2011, 03:38 PM) <a href="index.php?act=findpost&pid=1826814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol I didn't know what you meant by "concurred", I was like, huh? "At the same time"? "At the same time" at the same time?
    Then I realised you meant conquered.

    Good idea for an alternate game mode, probably won't be possible just by mapping. Maybe by scripting.
    Unless you have some ideas about how it could work with the current system? A linear set of tech/res points? There would of course be no reason not to go in and capture a deeper area, but it would be discouraged by the linear structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    pushing deeper would be kinda like the vanguard. they lead the way, clear out whats ahead while the rear of the element follows behind capturing points
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    I don't know... I think that in order to keep in the spirit of pushing, you would have conflict zones (these would effectively be tech points, maybe also res points), with several paths between; but no bypassing paths.
    I've drawn an image of how I imagine a push map would work. It's both simplified and exaggerated. (Edited for possibility of interconnected paths.)
    <img src="http://img191.imageshack.us/img191/4753/ns2pushmaplayout.gif" border="0" class="linked-image" />
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    ive always played a push style map by taking as much ground as possible early on while others secure whats behind you. say you had 5 tech points, a group would push past the 2nd point to try and hold the center while the rest of the team can secure the 2 point.

    i can see the combat being more head on and may make for an interesting game mode
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    Well that's fine I guess, but the idea in my mind is that you have to, from point 1, pass through point 2 to get to point 3. It just depends how many points you want to make for your map, really. So you could still in fact rush for point 3 while a couple of your teammates secure point 2.

    Basically this idea as it is will conserve the game rules (so there is no coding required), but change the game play considerably (more linear, more pushing-oriented, more combat-heavy) just through adopting a different set of mapping guidelines.

    It's a bit like how siege maps didn't change the game rules, but through clever use of scripted time-locked doors, made for an entirely different gameplay experience - except that in this case it's even simpler as you don't even need to have those triggers (unless you wanted a game rule where it was required that you "capture" the previous point before you're able to "capture" the current point; but I wouldn't personally want that, as it just makes the gameplay even more linear).

    This pushing map concept's gameplay will be extremely dependent on whether or not, in the future, upgrades are lost with expansions. Either way will still be interesting, but definitely have completely different game dynamics.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    hmmm... i guess it's just me but I always considered tech points to be the "push" points in ns2 maps. i always figured the ns2 concept was meant to be a glorified push map.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1826952:date=Jan 25 2011, 08:04 AM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Jan 25 2011, 08:04 AM) <a href="index.php?act=findpost&pid=1826952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmmm... i guess it's just me but I always considered tech points to be the "push" points in ns2 maps. i always figured the ns2 concept was meant to be a glorified push map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    NS1/NS2 = nonlinear push maps (or in the case of rockdown, a circular push map)

    Personally, I wouldn't call these push maps, because I consider push maps linear by definition (as in the TF2 kind).
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