DominusPericulum

More Dangerous Maps

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Similar suggestions have been made.

Keep them coming, maybe they will hear us!

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Some enviromental hazards possible:

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Great ideas most of which I would all too happily see implemented.

There a a few things which require some tweaking of course (sorry for not marking each segment as quote... no offense / claim to be the author intended):

-Preexisting maps-

overall nice ideas but most suggestions strike me to go a bit too far, also not all maps should have such feature in my opinion to keep it somewhat special.

-New Maps-

Cursed Forest: The trees emit an acidic sap, slowly damaging vehicles that come in contact with them.

-> as of now, trees are immovable object you can get stuck on but will not benefit from in any way so they are being avoided anyway - the idea is not bad but does not really appeal to me either in style or mechanically...

Burning Hills: An active geyser field that sees occasional eruptions, dealing a significant hit of damage to vehicles that are struck by the blast.

-> randomly taking damage is not cool - maybe some less punishing effect?

Abandoned Strip Mine: A big mining machine in the middle swings around, dealing significant damage to vehicles it hits. Also, there is damaging, toxic sludge at the bottom of the hole and poor grip on the ledge going in.

->Two special feature might be a bit too much for one map, also the mining machine swinging strikes me odd as I dont see where the inertia of the machine should be coming from after that long...

Scorched City: An environmental anomaly causes all vehicles to heat up (but not take damage) in the later part of the match.

-> due to the current mechanic that means all cars will glow which might not be all that great - nothing wrong with the overall idea though... 

Airstrip-6: A geological anomaly makes the ground unstable. Rocks occasionally emerge out of the ground, and then recede later.

-> might lead to vehicles getting stuck randomly which might lead to a lot of frustration - if limited to slowdown / bumps might be ok but randomly getting killed due to not being able to move sucks...

edit: More new maps:

Stormy Mountain: This map is by the side of a mountain, and there is a very strong storm (as a result of an atmospheric anomaly) on the other side. As that storm visibly worsens, radioactive runoff from a derelict nuclear waste facility in the mountain seeps into the accessible portion of the map, creating radioactive puddles that even damage hovers that are over them. The map is dark from the sun being obscured by the anomalous storm.

-> nice, the mountain make sme think of a winter/storm setting more than radiocative runoff but still... 

Paradise Dam: A dam overlooking the abandoned town of Paradise, that the battle takes place in. A small river from the dam runs through the middle of town. That anomaly from Stormy Mountain can be seen on the other side of the dam. In the middle of the match, some water goes over the dam, flooding the battleground and deatroying vehicles that could not reach high ground in time. Much of the accessible portion of the map is ground-level, but there is room for everyone to find safety. The water subsides, and battle continues.

-> will lead to excessive camping to negate the flood threat and therefor render much of the work put into the map useless - maybe the water should not destroy but only severely slow down?

edit 2: Even more new maps

Wind-swept Fields: Extreme, anomalous winds have toppled the mighty wind turbines that once dotted this grassland, but they continue spinning. Being struck by one of the blades deals a significant hit of damage, and there are multiple of such hazards across the map. The howling of wind can be heard throughout the battle.

-> if the turbines are not standing, what makes them turn? also getting struck would outright destroy any vehicle... I like the general setting though... be it a turibe or solar field... 

River of Fire: A lava flow runs through the center of this map, crossable by two bridges, or by swimming through and both taking significant damage and heating up parts, while being slowed down.

-> will suffer from the same problems bridge see today thus not going to be enjoyed by a lot of players - hazard zones in form of lava could be used on several maps however...

The Pit: A cavernous sinkhole in the middle of a suburban map. Falling in destroys any vehicle.

-> suburban or town / village setting is intrigueing, the cavernous sinkhole seems to be more fitting for a metropolitan setting as collapsed subway tunnels and the like...

Deep Freeze: A frozen-over body of water whose ice sheet melts and shatters throughout the battle, revealing deep water that greatly impedes traversal.

-> nice, might also be possible as non winter map with rain and mud...

Edit 3: Even more new maps

Central Park: General design is inspired by Central Park, NYC. A park in the middle of an abandoned metropolis. Small fissures in the ground expose and release radon, damaging vehicles overtop of them

-> where is the radon coming from? other than that I like the setting... maybe check with my feedback on "The Pit"...

Shattered Spire: Another metropolitan map, centered around a large, multi-lane intersection. A tall building has fallen and lies across the intersection, crossable by a few gaps between the segments. The segments of the fallen skyscraper ruptured underground gas lines, leaking sight-obscuring, but harmless gas in the passable gaps.

-> difficult to realise vehicle suitable lanes on fallen skyscrapers but the setting idea is nice... gas lines would have long been depleted though so maybe not the most suitable environmental effect... maybe the vision empeding smoke could be used in a forest fire context?

Bay of Darkness: A storm similar to, but not the same one as, the one in Stormy Mountain causes the seaside town to become darker throughout the battle, to the point of being like midnight. The water has receded to the horizon, exposing the bottom of the bay and leaving fishing boats tied to the pier stranded aground.

-> nice

Oasis: Desert is all there is as far as the eye can see, making this fortified water source invaluable to traders and travelers. A sandstorm similar to Battle Royale centered around the oasis in the middle closes in during the final minute of battle.

-> not a fan of battle royale mechanics personally but hey... how good I would like the map would probably mostly depend on how big and well designed the oasis "town" is...

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1 hour ago, dukerustfield said:

I like more STUFF. Including dangerous stuff. But it tends to favor some movement types and builds WAAAAY more than others.

These hazards are intended to be more equal than the acid pit that's currently in-game. That actually was a consideration when I was making this list: no free passes.

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Storm Warning has this and it adds an interesting feature to the game. Would also be something to try out in the occasional battle, make it a simple 8 vs 8 with no base capping but only last man standing with the map receding to an ever smaller "eye of the storm" in the middle.

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How about a Melee only map similar to Robot wars (the old Tv show), where you can have pits that open and close, vents that periodicly fire, grinders and buzzsaws on the walls. Spearguns that shoot if you get to close to them.

 

Actually, no melee weapons, you just have to push the enemies into traps.

 

You could do the same thing with races, Last person to finish a lap is destroyed taking out a player every lap. Or you get wiped out by traps from poor driving or from enemies pushing you into them.

 

Edit.

If you don't know what robot wars is - https://www.youtube.com/watch?v=QflBkFDKTJg

Also, more melee weapons, pincers, hammers, flippers etc.

Edited by agentstaple

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+1 I've said it too, that there should be more map hazards, which also means that different movement parts would be UNIQUE and have advantages and disadvantages on certain maps.

Water should slow down certain movement parts like it used to, but they removed it because it was too complex for whiny kids to deal with ...

Heavy sand should slow down certain movement parts like it used to, but again too many whiny kids whined that it's bad, so they removed it ...

There should also be quick sand, that can get your build totally stuck, which means teammate with harpoon would be able to save you or nudge you with a hover, otherwise you'd be stuck and that's it, match over for you.

some maps should have parts where heavy builds can't go, while light builds can drive, for example anti-tank mines all over the ground that only explode if you go over it with heavy build (15+ tons), while on some other maps there should be some other hazard that would benefit heavy builds, perhaps some sort of old turbines that randomly turn on, so it would have very high effect on hovers (unflyable), it should have bad effect on 10 ton builds or below and almost no effect on builds 20+ tons.

that would make game so much more interesting and ofc most of the things mentioned in the original post, but i know for a fact this will NEVER happen. devs already removed sand and water effects because too many 0 skillers were whining ... so they won't ever put it back and they definetely not going to put any time or effort towards making more of those map hazards .. shame tho.

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On 11/12/2019 at 9:19 PM, Sethioz said:

+1 I've said it too, that there should be more map hazards, which also means that different movement parts would be UNIQUE and have advantages and disadvantages on certain maps.

Water should slow down certain movement parts like it used to, but they removed it because it was too complex for whiny kids to deal with ...

Heavy sand should slow down certain movement parts like it used to, but again too many whiny kids whined that it's bad, so they removed it ...

There should also be quick sand, that can get your build totally stuck, which means teammate with harpoon would be able to save you or nudge you with a hover, otherwise you'd be stuck and that's it, match over for you.

some maps should have parts where heavy builds can't go, while light builds can drive, for example anti-tank mines all over the ground that only explode if you go over it with heavy build (15+ tons), while on some other maps there should be some other hazard that would benefit heavy builds, perhaps some sort of old turbines that randomly turn on, so it would have very high effect on hovers (unflyable), it should have bad effect on 10 ton builds or below and almost no effect on builds 20+ tons.

that would make game so much more interesting and ofc most of the things mentioned in the original post, but i know for a fact this will NEVER happen. devs already removed sand and water effects because too many 0 skillers were whining ... so they won't ever put it back and they definetely not going to put any time or effort towards making more of those map hazards .. shame tho.

Plenty of issue with ground builds currently that they have to deal with and they dont need more added for realism sake. Why would anyone want addtional more rng elements to deal with. Also ofc you list only one thing that could possibly affect hovers. There are certain levels of realism that must be left out if you want competitive play. RNG is one.

Edited by DRRPickel

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It would be interesting to see more technical terrain like boulder fields or climbable rock stacks. Terrain that could flip you or let you escape from a wedge depending on your driving would add a bit of interest and flow, rather than having only hard cover to hide behind/slam into. There'd need to be a bit of tuning to stop hovers getting a free pass, but a stepped slope or an irregular enough boulder field should be challenging to all movement types.

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The giesers aren't that "Dangerous."  I played plenty of Missions that wound up there, and my build is medium, and top-heavy to make Melee easier.  The giesers didn't flip me once, they obscure your view to make aiming more difficult, more than anything.  (I can hit the enemy, but I can't heat up, and blow off a specific Part on the enemy, with all that steam in the way.)

I would like to see more breakaway stuff.  One thing I love about the Gronch map is that there's all these snow machines, ornaments, and stuff you can shoot, and run over while escorting the Coca-Cola truck.  More of that, at least windows we can shoot out on buildings, and a glass shattering sound effect when those Executioners miss.  What are those windows on Nuketown made of, Transparent Aluminum?

Edited by psiberzerker

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I'm for more environmental interaction too. More hazards.  The new map seems to have raised the bar. It is nice. I've enjoyed the updated game bunches this weekend.

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I'd like to see a good map with a storm anomaly and tunnels/buildings/cover to hide under/behind when the weather worsen. The anomaly would be a huge storm, but not a particularly alien one, so no acidic rain or anything like that. I like those ideas, but I'd really like to just brawl on some half-covered map (Imagine some bigger and more complex Sector Ex for example, with some more open sections) while an apocalyptic weather is forcing me under cover and making my life miserable.

Possible effects that I'd like to see:

-Strong bursts of wind. Can push crafts. Should be announced by a strong burst of wind sound and a very light push at first. Ideally the pushing force should act like bursts of wind, pushing you and stopping unpredictably.
-Strong rain. It should reduce visibility and make heated parts and fire puddles cool down faster. Should be announced by some light rain for a few seconds before it starts really pouring down.
-Lightning. Thunder becomes continuous, the sky lights up and blinks, and after a few seconds lightning bolts start falling from the sky. Acts like beefed up Sparks who fire random pulses.
-Hail. It's basically raining white Reaper bullets at this point. Should be announced by the intermittent poc poc poc of light hail falling. Replaces the rain if both are active.

Or maybe even end up in
-Blizzard/Tornado (pretty much a white/grey sandstorm)

Should they come randomly? In sequence? Should the 1st one be active to get the second one, or can they be matched randomly? Should it just start peaceful and end with all that crap active? What' sure is that on average the conditions should worsen as we get closer to the round's closure.

Edited by Clebardman
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Hi Folks,

I'm loving all these destructible bits in the latest Snow Storm raid.  Any chance we could have a corn field like that?  Totally obscured view until you run all the plants down.  I'd love a bit of action like that. 

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