Going to make a Good siege map

KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">Trying to perfect a classic</div>Yeah yeah, I know. It's SIEGE. OMGWTHBBQ HUH? No, this won't be your standard POS siege map with no lighting. I plan on this being an actual storyline siege.

I do need some info though-

what are good numbers of res nodes for either side? I don't want the game progressing TOO quickly, yet I don't want it going too slowly either. I don't want the classic "rines get HA/HMG and WTHpwn as soon as the door opens" thing going on. I want them to HAVE to use the siege room.

And I'm fixing what is perhaps the BIGGEST bug in any siege map- aliens will NOT be able to sit on the wall and heal from hiveheal+dc's. *GASP* Oh yeah, that's gone. And the siege room is not going to be some huge box either <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

I could use some suggestions for backstory so I can do a good design- what should it be about? What should have happened to require such a drastic course of action?

Comments

  • JohnieJohnie Join Date: 2006-10-09 Member: 58062Members
    edited January 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->When the crew of the space ship <insert name of siege map> discovered that their cargo bay was infested, they quickly activated the alert sequence which locked the cargo bay down.

    However, due to a malfunction, caused by the infestation, cargo bay would reopen after close to 1 hour.
    The TSA was immediatly called to exterminate the kharaa.
    By the time they arrived in the docking bay(marine start), only 7 minutes remained.

    The reinforced security door to Cargo Bay was located at the other side of the spaceship.
    The Frontiersmen would have to move around the spaceship as the shortest hallway was locked down permanently (requiring an access code of a crew member to reopen, but the entire crew had been evacuated) during the alert sequence.

    They would have to move quickly to the security door to prevent the infestation from spreading out of cargo bay.
    If they fail to do so, their last chance would be the final security door to the secondary cargo bay, which would be hacked open by the TSA hacking commando after 17 minutes. From there, they can siege the cargo bay and exterminate the hives.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Well, I typed this down quickly, so mind the (possibly) bad english.
    As you see, the marines would start in a docking bay, while the kharaa would start in a cargo bay.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Very workable <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I may extend that siege time to half an hour or so. I plan to make this a true war of attrition.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    When you mentioned about the siege room and the "siege wall no more" part about it, I remembered something that I was told awhile ago. A new idea would be to make the siege room above the hives, kinda like this:

    [Siege Room]
    --------------
    [Open Space]
    --------------
    [Hives]



    (and they wonder why I do worse in art than in science <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )

    Also, a good idea would be to remove the "siege" part of the siege map and instead make the siege room a place where the marines shoot down the hives. This would remove the camping with heavies in front of the door with HMG/Mines, blocking fades, GG, because 1 marine shooting a hive doesn't kill the hive as fast as 100 siege cannons.

    Make the siege room door's hallways a little big for blocking reasons too (I really dislike losing or winning because of blocking).

    BTW: I don't know if the no siege wall thing would be very good idea, because the fades will get shredded to pieces in there, but its worth a shot!
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    As for the story: i would not use a malfunction for an explanation for the opening delay. I would be cooler if the aliens can destroy the door after a couple of minutes (not the marines) and the TSA Hacking commando is trying to hack the door for the 2nd bay open.
    As for the siegeing scenario: Siege maps can be nice if you actually make a ship, not empty hallways (oh cool there are ramps!!!!!111). If you insist to make a jp room, make it look like an elevator shaft!
  • JohnieJohnie Join Date: 2006-10-09 Member: 58062Members
    yeah, that TSA Hacking Commando part sound pretty good, I'll edit it. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    The idea is that the marines and aliens would have to utilize their environment to slow down the other teams advances. Neither team is going to have direct access to the other teams start for a while (via team specific teleporters) untill the primary door is broken down. Once that goes down, they have free access. However, the team has to decide between

    Aliens- upgrades and defenses / breaking down the door
    Marines - reinforcing the door / upgrades and defense / getting into the siege location.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    So.. anything going on with this map? I like people who actually make DETAILED and GOOD siege maps, and sounds like you were on to something here.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i hope you make it a progressive seige map, so that marines have to siege 1 hive, then move on to another door, then seige again, and so on for all 3 hives.

    i hate it when all 3 hives go at once its silly. but i don't like siege maps though lol <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Though people will go OhNOES at me, take a look at OldAge Siege B5, it has good detail in most parts, and would be a nice starting place to get an idea of what a detailed, and yet still balanced, and playable map looks like.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1645307:date=Aug 25 2007, 10:09 AM:name=amckern)--><div class='quotetop'>QUOTE(amckern @ Aug 25 2007, 10:09 AM) <a href="index.php?act=findpost&pid=1645307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though people will go OhNOES at me, take a look at OldAge Siege B5, it has good detail in most parts, and would be a nice starting place to get an idea of what a detailed, and yet still balanced, and playable map looks like.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Do you have a copy of this map and/or can I get my hands on it to try it out?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <a href="http://downloads.ammahls.com/ns/ns_oldagesiege_b5.zip" target="_blank">http://downloads.ammahls.com/ns/ns_oldagesiege_b5.zip</a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    There is no thing is a god siege map. You need to go wash your mouth out with soap! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • PrefixPrefix Éirinn go Brách Join Date: 2006-12-31 Member: 59353Members, Constellation
    <!--quoteo(post=1647050:date=Sep 2 2007, 01:13 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Sep 2 2007, 01:13 PM) <a href="index.php?act=findpost&pid=1647050"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no thing is a god siege map. You need to go wash your mouth out with soap! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Couldn't agree more
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    i think the idea come again but someone already did a nice siege map, i think called stormsiege.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--quoteo(post=1648056:date=Sep 8 2007, 12:48 PM:name=carioca)--><div class='quotetop'>QUOTE(carioca @ Sep 8 2007, 12:48 PM) <a href="index.php?act=findpost&pid=1648056"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think the idea come again but someone already did a nice siege map, i think called stormsiege.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Correct, and it looks arther sexy
  • reiasurareiasura Join Date: 2007-09-28 Member: 62466Awaiting Authorization
    edited September 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->what are good numbers of res nodes for either side? I don't want the game progressing TOO quickly, yet I don't want it going too slowly either. I don't want the classic "rines get HA/HMG and WTHpwn as soon as the door opens" thing going on. I want them to HAVE to use the siege room.<!--QuoteEnd--></div><!--QuoteEEnd-->

    it doesnt depend ONLY on rts... main factor is when the door opens
    for example herosiege... some res nodes are just reachable with marineladder/jp and some with jps
    or weldsiege... enough rts but the door is always open = no hmg/gl + ha/jp rush
    u ll have to test delay + rts.. maybe some additional rts can get after delay
    and think about the number of rts at / near the base... rines wont stay for a long time without res... 4-6 at base should be a good value


    but dont forget... more complex map = slower game... and dont forget that buildings are often spammed on siege maps = even slower
    on high complex map u ll need much more vis blocker i think... think about how they can be used for balancing the map, before u finished everything else (it sucks to rebuild maps cause of forgotten thinks) <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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