[concept] Co_vigor
dolphen
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.
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
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.
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.
(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.
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.
lol
<!--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-->
Its not too difficult to put detail on angles, i'm sure the mapper knows what he's doing.
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-->