[map Idea]co_biodome
alienchickenpie
Join Date: 2003-01-25 Member: 12710Members
So this is my concept (quickly doodled using a tablet, I'll upload a better pic as soon as I get to a scanner (probablly tomorrow):
A map that revolves around a biodome with caves on the alien side, vents and plenty of room for fighting.
Legend:
1- Marine start. A dropship, an airlock or someting else (might be connected to the ventilation system, if it won't be a dropship).
2- A small lobby, has a clear view of the biodome and 2 staircases/slopes leading to the Cargo Bay.
3- The cargo bay. It's a medium-large room with a pretty tall ceiling and plenty of crates, some might be explosive. Connected to the biodome by a large door.
4- It's not a fried egg, nor a helipad, it's the biodome. The whole area is loaded with infestation. There's one large entrance to the cave where the aliens spawn and possibly some other places to hide.
5- An observation bridge/control room. The window may be broken.
6- Two seperate halls (Crew Access and Research Lab) or one big hall (maintenance access). Contain some debris and infestation, providing cover for aliens. Connected to the biodome by two doors.
7- The ventilation system's control room. It has a weldable that closes the vents, which takes a long time to weld (20 seconds, even more).
8- The vents. They may have some high spots for chambers and/or destructable parts
9- Elevators or slopes that lead to the hall(s) (number 6).
What do you think? Will it work?
A map that revolves around a biodome with caves on the alien side, vents and plenty of room for fighting.
Legend:
1- Marine start. A dropship, an airlock or someting else (might be connected to the ventilation system, if it won't be a dropship).
2- A small lobby, has a clear view of the biodome and 2 staircases/slopes leading to the Cargo Bay.
3- The cargo bay. It's a medium-large room with a pretty tall ceiling and plenty of crates, some might be explosive. Connected to the biodome by a large door.
4- It's not a fried egg, nor a helipad, it's the biodome. The whole area is loaded with infestation. There's one large entrance to the cave where the aliens spawn and possibly some other places to hide.
5- An observation bridge/control room. The window may be broken.
6- Two seperate halls (Crew Access and Research Lab) or one big hall (maintenance access). Contain some debris and infestation, providing cover for aliens. Connected to the biodome by two doors.
7- The ventilation system's control room. It has a weldable that closes the vents, which takes a long time to weld (20 seconds, even more).
8- The vents. They may have some high spots for chambers and/or destructable parts
9- Elevators or slopes that lead to the hall(s) (number 6).
What do you think? Will it work?
Comments
Looks interesting. Make sure Biodome isn't to open, or it will be a nightmare for aliens.
Edit: Well dern. alienchickenpie told off Uranium before I could.
Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring...
Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
LOL, a game mode which gets boring and stale before it's released to the public, GG.
Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Easy to make and balance? Get a bloody clue before you open that trap of yours; the brushwork, lighting and entity placement sure doesn't get any easier just because you add a "co_" prefix instead of an "ns_" one.
I think what you meant to say is it's "slightly easier" to make and balance, but it's still not a cakewalk, buddy.