Map Ideas
Panzergeist
Join Date: 2002-02-27 Member: 256Members
<div class="IPBDescription">Ideas for parts of maps, not whole maps</div> How about some new ideas for rooms, gizmos, or architectural styles to be included in future maps, and future versions of current maps? This thread is not for ideas for whole maps, but stuff that can be used in any map. See, what I'm thnking is that these games take place on abandoned but still mostly operational space stations. So, people should be able to fiddle around with stuff like the stations life support systems, security systems, manufacturing machines, lighting, etc. Maybe make some "traps" like you see in a few Unreal Tournament maps.
For instance, you could have a security station with a bunch of monitors, where people can observe several rooms around the station from that one room. Maybe add the ability to remotely open and close doors from that room. Also, put light switches in rooms so players can turn lights on and off.
Another idea: the gravity gym. The space station's recreational center, the gravity gym is a big room that has 3 buttons on one wall, which turn the gravity to Earth standard, low, or heavy. Station residents excercise and play sports here. Low gravity is used for indoor arena games like basketball, and for kids to play around in. High gravity is used fo people to build muscle. The gravity gym could contain something looking like a combination basketball/arena football/soccer court, with some excercise machines and weight off to the side. Heavy gravity would prevent skulks from attaching to ceilings, but not to walls.
By the same token, you could have a room with buttons where people can change the gravity for several other rooms. These could have cameras to look at those other rooms, or they could just have buttons.
A couple more ideas that do not depend on buttons involve windows. Maybe have 2 rooms, seperated by a big unbreakable window. The 2 rooms are not conected by doors, and to get from one to the other you would have to go around several rooms to the side. People in the 2 rooms could thus see each other, but not fight. If both teams had bases on either side of the glass room, they could watch the other teams base constantly, making it rather hard to launch a surprise attack from either base, and allowwing teams to see what is getting built. Alternatively, if one side is empty, a person could just sit there to observe the other team. The one-way mirror is the same idea, except one room is lit up while the other is dark. People in the dark room would see through, while people in the light room would just see a mirror. Most likely you would have a hive or resource node in the light room, while the dark room's only strategic value would be as a chokepoint and observation point.
The last idea that I will share for now is a nano-sludge refinery/factory, whatever you wanna call it. It is a big machine onboard the station which processes raw materials into nano-sludge, which the teams use as resources. This would be a part of the map, and would not be destroyable. It would have a button, and by pressing that button teams could capture the factory, earning the resources for themselves.
I think it would be really cool if you added stuff like these to deepen the game and allow for more strategies and tactics revloving around a map's layout.
For instance, you could have a security station with a bunch of monitors, where people can observe several rooms around the station from that one room. Maybe add the ability to remotely open and close doors from that room. Also, put light switches in rooms so players can turn lights on and off.
Another idea: the gravity gym. The space station's recreational center, the gravity gym is a big room that has 3 buttons on one wall, which turn the gravity to Earth standard, low, or heavy. Station residents excercise and play sports here. Low gravity is used for indoor arena games like basketball, and for kids to play around in. High gravity is used fo people to build muscle. The gravity gym could contain something looking like a combination basketball/arena football/soccer court, with some excercise machines and weight off to the side. Heavy gravity would prevent skulks from attaching to ceilings, but not to walls.
By the same token, you could have a room with buttons where people can change the gravity for several other rooms. These could have cameras to look at those other rooms, or they could just have buttons.
A couple more ideas that do not depend on buttons involve windows. Maybe have 2 rooms, seperated by a big unbreakable window. The 2 rooms are not conected by doors, and to get from one to the other you would have to go around several rooms to the side. People in the 2 rooms could thus see each other, but not fight. If both teams had bases on either side of the glass room, they could watch the other teams base constantly, making it rather hard to launch a surprise attack from either base, and allowwing teams to see what is getting built. Alternatively, if one side is empty, a person could just sit there to observe the other team. The one-way mirror is the same idea, except one room is lit up while the other is dark. People in the dark room would see through, while people in the light room would just see a mirror. Most likely you would have a hive or resource node in the light room, while the dark room's only strategic value would be as a chokepoint and observation point.
The last idea that I will share for now is a nano-sludge refinery/factory, whatever you wanna call it. It is a big machine onboard the station which processes raw materials into nano-sludge, which the teams use as resources. This would be a part of the map, and would not be destroyable. It would have a button, and by pressing that button teams could capture the factory, earning the resources for themselves.
I think it would be really cool if you added stuff like these to deepen the game and allow for more strategies and tactics revloving around a map's layout.
Comments
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The one-way mirror is the same idea, except one room is lit up while the other is dark. People in the dark room would see through, while people in the light room would just see a mirror.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> BTW, it's possible to do a one-way-view effect in glass even with both rooms fully lit. There's an example of this in CS in de_vegas.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Reserves of nano-sludge (see nanotech) are stored throughout ships and bases, intended mainly for use in emergencies or for large repairs. Resource towers put these reserves to work for the marines, slowly converting them into a ready-to-use form, and storing them in the network. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bacterium seems capable of tapping a wide variety of energy sources. Heat and water are diverse enough, but it also finds the rich sludge used for nano-construction highly desirable. Fortunately the same safe guards that prevent marines from automatically accessing these stores thwart the Kharaa too. Unfortunately, the aliens seem quite prepared for this sort of obstacle. Gorges can build resource chambers atop resource nodes, that draw the sludge up and digest it. These chambers appear to have once been a species, much like the hive. What these resource chambers could have been used for before the Kharaa encountered us is a perplexing mystery. But they convert the sludge into a usable form, just as our resource towers do. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
w00t! That's my control room idea!