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Mapping experiment
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Topic: Mapping experiment (Read 4945 times)
0 Members and 2 Guests are viewing this topic.
Unkn0wn
No longer retired
Posts: 18379
Mapping experiment
«
on:
July 17, 2011, 06:39:00 am »
I'd like to try and build a map around a "new" sector system
Basically the map would be really narrow but very long, i.e imagine the width of RTC for a 3vs3 but at least 1.5 times the lenght.
Then only one sector on a little less than the width of a map, about 10 - 12 sectors for the entire map.
So imagine something like this
Due to the narrow width of a map, and the sector layout, combat would be focussed around only one sector at a time, with there being a real 'PUSH' type gameplay. A sector wouldn't cover the entire width of a map, so there'd still be some room for flanking on the edges.
If any of you ever played Red Orchestra, they have a similar gamemode (For example the FOY map)
Anyway, just brainstormin'. I'm sure not everyone would enjoy this type of gameplay, but it may be worth experimenting with.
«
Last Edit: July 17, 2011, 06:40:43 am by Unkn0wn
»
Logged
BigDick
Guest
Re: Mapping experiment
«
Reply #1 on:
July 17, 2011, 07:12:24 am »
this map will suck donkey balls
no flank camp camp camp
mortar support weapon spam lame crap
if you want a map with only one sector in width you need to make it wide sectors with very open flank
to make sure you can go around these lame camping support shit bitches sitting in the middle to hold the sector
....
something like that (proportions are a bit fucked up red sectors need to be smaller and others more wide) even when its not just one sector in width
in the middle some roads buildings etc. and the flanks need to be designed open unable to stop everything with an hmg and an atg etc.
«
Last Edit: July 17, 2011, 07:37:22 am by BigDick
»
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nugnugx
Donator
Posts: 4051
Re: Mapping experiment
«
Reply #2 on:
July 17, 2011, 07:17:19 am »
place 88 and hmgs
watch allies ragequit
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Mapping experiment
«
Reply #3 on:
July 17, 2011, 07:21:18 am »
17lbers mg emplacements and 25lber/howies. watch axis rage.
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Unkn0wn
No longer retired
Posts: 18379
Re: Mapping experiment
«
Reply #4 on:
July 17, 2011, 07:23:42 am »
It'll be LEGENDARY
Anyway, It's something that I originally wanted to do for 1vs1 or 2vs2, 3vs3 would probably be excessive.
Also, the ability to camp would really heavily depend on the type of layout the map has, that 88 won't be doing much good if it's an urban map for example.
«
Last Edit: July 17, 2011, 07:25:24 am by Unkn0wn
»
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Smokaz
Honoured Member
Posts: 11418
Re: Mapping experiment
«
Reply #5 on:
July 17, 2011, 07:28:49 am »
I like it. Hope to see it ingame soon! Couldn't tanteville be resectored to work like this?
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
nugnugx
Donator
Posts: 4051
Re: Mapping experiment
«
Reply #6 on:
July 17, 2011, 07:30:06 am »
Make 3v3 RTC as your first map for this.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Mapping experiment
«
Reply #7 on:
July 17, 2011, 07:31:37 am »
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
U
I haz no backcapz.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
puddin
EIR Veteran
Posts: 1701
Re: Mapping experiment
«
Reply #8 on:
July 17, 2011, 07:46:51 am »
good idea unknown, However no on would play t unles they had alot of arty to counter the sit and wait game.
If you could change the core design of the game mode.... Perhaps make it so that if neither team "pushes or moves" than the population gain is set to 0 untill territory is captured....
that would be the onl way, because then who ever got the 1 territory would just sit on it, and it would be similar to an attack and defend map, except no extra pop to push.
Logged
Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Mapping experiment
«
Reply #9 on:
July 20, 2011, 01:54:01 pm »
i added a river in for good measure lolz.
but the river is a sector of its own so whoever holds it will have the advantage.
Logged
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Mapping experiment
«
Reply #10 on:
July 20, 2011, 02:01:18 pm »
Quote from: Unkn0wn on July 17, 2011, 06:39:00 am
I'd like to try and build a map around a "new" sector system
Basically the map would be really narrow but very long, i.e imagine the width of RTC for a 3vs3 but at least 1.5 times the lenght.
Then only one sector on a little less than the width of a map, about 10 - 12 sectors for the entire map.
So imagine something like this
Due to the narrow width of a map, and the sector layout, combat would be focussed around only one sector at a time, with there being a real 'PUSH' type gameplay. A sector wouldn't cover the entire width of a map, so there'd still be some room for flanking on the edges.
If any of you ever played Red Orchestra, they have a similar gamemode (For example the FOY map)
Anyway, just brainstormin'. I'm sure not everyone would enjoy this type of gameplay, but it may be worth experimenting with.
Itll be done by monday
Logged
I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
RikiRude
Donator
Posts: 4376
Re: Mapping experiment
«
Reply #11 on:
July 20, 2011, 03:17:31 pm »
i like the idea. i think the play area and sectors should be rtc wide, but the map itself should be a bit wider for a 3v3 so there is room to fllank.
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Mapping experiment
«
Reply #12 on:
July 20, 2011, 05:50:33 pm »
Quote from: RikiRude on July 20, 2011, 03:17:31 pm
i like the idea. i think the play area and sectors should be rtc wide, but the map itself should be a bit wider for a 3v3 so there is room to fllank.
size doesnt depict flanking, map design does
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Mapping experiment
«
Reply #13 on:
July 20, 2011, 06:01:21 pm »
I wonder what got people to think, just because sectors look like that, that there is little room to flank.
Hell couldn't we just take a map we already have a change sectors?
Logged
Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Mapping experiment
«
Reply #14 on:
July 20, 2011, 06:08:48 pm »
but thats sooo easy...
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Mapping experiment
«
Reply #15 on:
July 20, 2011, 06:09:40 pm »
It's a psychological thing mainly
. But yea, just because a sector fills the entire width of a map doesn't mean you can't flank. Though from a gameplay perspective it wouldn't be ideal if sectors were capped or held by a single squad on the very edge of the map's width, which is why I think keeping the sector itself smaller than the map's width would be beneficial.
Logged
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