[concept] Co_vigor

dolphendolphen Join Date: 2004-05-02 Member: 28396Members
<div class="IPBDescription">A map concept.</div> Well let me start out telling you that I am not a mapper, I dont have a clue about it. But I am a big fan of CO gameplay. In the current state people complain about the unbalances of races and such but I think it has more to do with the maps created. So I drew up a concept in PS of a map. My purpose of posting it here is to see if any of the mapper's in the community would be interested in making it.

So now lets get down to my ideas for making the map.

I play marines alot because I enjoy the weaponry and variety every round. What I dont enjoy are how some maps give a obsesive amount of advantage to the Aliens. When I was drawing this map up, I wanted to keep in mind the beggining, end and chokepoints in the map.

For the beggining I wanted to have long straight hallways for marines to be able to shoot at the aliens rather than small box rooms with alot of clutter. I know what your thinking, just give marines a I win map. But on the ceiling of these hall ways, I had in mind a plethora of vent/camo/coverage for the skulks to run along. Kinda like a second level to the hallway to make skulks use their brains instead of just whiping down a hallway with enourmus ground coverage. Also there would be a good amount of oversized covering places for Ono's and Fades.

Once the game goes on for 5 - 8 minutes everyone begins to get upgraded and the Marines need to start pushing for the Hive. With these long hall's I designed, it is a good walk to the hive which can be blocked by aliens. To help this, I made a broken door in the Marine base that can be opened by a welder. This would be a door that has a broken elevetor below it so it's a 1-way only door (accept to jetpacks, lerks, and skilled skulks). The geometery around the door's entrace would make it difficult and time consuming for a skulk to get up. Once this door is open the marines have a easier path to the Hive putting more pressure on the Aliens.

When it comes to the marine base I wanted to make it so it's hard to penetrate, but once inside a alien could do some damage. So I decided with 1 entrace (beside the need to weld door) to the marine base. This would be a fairly wide but short stair case. In the marine base I want the comm chair and armory to be far enough away so they both dont get bile bombed, but close enough for good cover from a assualt. For the alien base, I wanted to make it open and for the hive to be visible from incoming hallways to allow marines to shoot at it and put aliens on the defensive some of the time rather than just all out attacking. For this the hive is open enough for a good close ranged LMG/Shotgun attack. But protected enough so if a HMG, or GL got in the aliens could take care of them. Also the alien base has ample hiding spots small enough for aliens to get in and surprisr marines attacking the hive.

The concept draw up of the match is attached to this post. I would love for feedback on the design and would love even more if someone offered to make the map. Remember this is only a v1 of a concept, and my first once at that. So if I get good feedback i'll change it up.

Comments

  • jaboojaboo Join Date: 2004-01-05 Member: 25076Members
    I like it but there should be more tunnels/stories.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    1 way out of marine spawn is a bad idea
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    Yeah, you should at least have 2, even though u do have that weldable door, I dont really think someone is going to spend their first point on a welder just so they can have 2 entrance/exits
  • LordyLordy Join Date: 2003-10-12 Member: 21627Banned
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Man what is this? there is no vents on the layout and no readyroom..
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <!--QuoteBegin-Nz-Nexus+May 3 2004, 04:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ May 3 2004, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man what is this? there is no vents on the layout and no readyroom.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The ready room is not relevant since you don't play in the ready room. You should not care about the ready room, in fact you should focus on the map itself.
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    edited May 2004
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    one vent to marine start and remove the weldeable door (put a normal door at his place), this would make it more balanced, put some vent over the big hallways for having not so confident marines
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    even if you replace the weldable door with a normal one, you going to need a bit of a layout change because, that hall way is way shorter then the other one. mabye instead of having it curve in, have the hall go out the top of the hive room and then back down. to make the trip a little more even compared to the other route. and Yeah more vents.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-Nz-Nexus+May 3 2004, 10:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ May 3 2004, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man what is this? there is no vents on the layout and no readyroom.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you saying there should be vents on every map? It's fine without them. Or you can add a couple of them yourself. As for the readyroom... well eh... lol.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Putting aside the rather more non-intelligent " Man what is this? there is no vents on the layout and no readyroom.." comment, the design looks cute, the layout is very nice.

    (here comes the but)

    Make at least one room on what seems to be the lowest floor leading to the hive, and possibly even an option to leave North of Marine spawn and put a room or something there.
  • dolphendolphen Join Date: 2004-05-02 Member: 28396Members
    Thanks for all the input so far. Im hard at work trying to find out how to use worldcraft and all of it's features (if you have any good Tutorials you used dont be shy about sharing them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ).

    So I have taken your feedback and critque and been figuring out some new ideas to incorporate into the map. I will add another entrance at the northern part of the marine base. This will be a door access thing, once you go through the door it will be a smal small room with a ladder to go down a shaft. This shaft will actually be the inside of a large pipe. This Pipe will lead out to a opening not sure where tho. Also I will add a room to before the hive on the upper left route. The idea behind this is to take a longer trip to have better coverage.

    I want to keep the welable door in the map. It's not ment for people to waste the first curcical level up points on. Its for the end of the map where marines need to have faster access to the hive. So if they want to take advantage of the door they can, or they dont have to. I will add 2 or 3 more vents into the map. They wont be for big transportation methods just for quick corner cuts for aliens to surprise the Marines.

    Also for the long hall ways there will be alot of ceiling coverage for the aliens to use. I'll hopefully get a modified picture up later today.

    Again thanks alot for ya'lls input.
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    Can't wait to see new layout. Wanna post a rr layout too? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    <!--QuoteBegin-SiLenTDeaTH+May 4 2004, 10:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SiLenTDeaTH @ May 4 2004, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can't wait to see new layout. Wanna post a rr layout too? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    Well, i think its a good plan only that weldable door sucks. I am now trying to make the map. Its almost finisht. If it is finisht i will post maybe some screenshots and i will give you the link where you can download it

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> Well greetz Slimy <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • dolphendolphen Join Date: 2004-05-02 Member: 28396Members
    Thanks <i>so so</i> much Slimy. I cant wait to see what you have done so far. Here is the updated concept with everything I said I was gonna add. And just a treat there is a ready room!
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    i think when im done with mvm plague version, ill give this a go ^_^
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    So uhm, that ladder above the marine spawn goes where? into the vent?
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    those angles are gonna be a killer for any form of detail <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Trojan+May 6 2004, 04:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan @ May 6 2004, 04:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> those angles are gonna be a killer for any form of detail <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Its not too difficult to put detail on angles, i'm sure the mapper knows what he's doing.
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    Well thats a nice one. If you make more concepts i will make it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> . Only that stairs are wrong. I will give you a new concept how it see now
  • dolphendolphen Join Date: 2004-05-02 Member: 28396Members
    I like your idea for the new stair case there Slime. And yes the ladder does go down into the new pipe. I'll try to get with you on MSN slime and talk with you about vents and the level hiehgts and such
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    Cool dolphen
    I am now try-ing your pipe idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    You might not know, but I'm aiding Slimy in the construction of co_vigor.
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    Yeah Naigel is helping me and i like that
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    And if you are searching my e-mail? Its Slimy_csfan@hotmail.com <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Just a teaser pic from the RR... please note that textures might change!
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    Lookin pretty good.
  • dolphendolphen Join Date: 2004-05-02 Member: 28396Members
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> I love you guys <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> looking good.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    *points finger* it does look nice, but I wan't to see a compiled shot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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