Create an account


Poll: Interested?
You do not have permission to vote in this poll.
Yes
88.00%
22 88.00%
No
8.00%
2 8.00%
Unsure
4.00%
1 4.00%
Total 25 vote(s) 100%
* You voted for this item. [Show Results]

Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
An Assault map concept (updated 11th Dec.)

#1
Overview:
The attackers have landed near an enemy military base in a landing craft. Their task is to take control of the base and leave no survivors.

Objectives:
  • Clear the bunker.
  • Secure the outpost/warehouse and open the main gate.
  • Destroy all of the teleport points (x10) (optional)
  • Take control of the command centre.

Map:
[Image: i3egi4dvtr6vft3ja0s_thumb.png]

The map can be divided into three sections: start, central and end.
  • The start section contains the landing craft, which is where the attackers begin.
  • The central section contains the bunker and outpost. Outside the outpost there is a room full of spiderbots that the defenders can use to fight the attackers.
  • The end section contains the defenders' base. Inside here there is the command centre and the teleport chamber. The defenders can teleport from the teleport chamber to various point on the map (the circles)
Start section (not yet designed:

Central Section
Bunker (not yet designed):

Outpost:
[Image: t8jcmh9cui6rkblsu6b_thumb.jpg]

The outpost is a two storey building filled with crates and shelves. The attackers have to make their way to the top of the buildling and destroy the computer terminals and teleport points to complete the objective.

But it's not going to be that easy! Ouside the outpost there are several turrets, and there is a vantage point on top of the buliding. Inside, the defenders have control of two claws that will crush anybody below.

End section (not yet designed):
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#2
I like the idea! Big Grin
MY NOOB STATS:
[Image: 788.png]
Reply

#3
Looks good as a concept, we really need more assault maps! Smile
[Image: vN3NkMA]
(Idea stolen from Mr. Bougo. Hehehehe)
Reply

#4
Looks OK for a start Wink
Btw. there are a lot unused entities for Xonotic, that could make assault much more fun.
Things come to my mind, that are already coded, ready to map, but nobody implemented yet in any maps:
Goals to achieve:
-reach destination A, so you can continue from there
-destroy gate or building, so you can move further
-variation of above: reconfigure computer, activate system, so you can move on a bridge, open up a door, etc.
-reconfigure computers, so automatic turrets will fight on your side
-variation of above: destroy something, so turrets/lasers will turn off
-disable jumppads, doors, so you can cut off enemy reinforcement
-crack into a warehouse, so you get explosive/energy based weapons, with you can take down an energy shield (yes, there's an option, that you can only damage a stuff with one/more type of weapons!)

Might not be coded yet:
-capture selected vehicle, so you can use it
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
Reply

#5
Those are really sweet things C.Brutail and DEFINITELY need to be implemented into assault maps.

Especially stuff like these.

-reach destination A, so you can continue from there
-destroy gate or building, so you can move further
-variation of above: reconfigure computer, activate system, so you can move on a bridge, open up a door, etc.
-reconfigure computers, so automatic turrets will fight on your side
-disable jumppads, doors, so you can cut off enemy reinforcement
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

Reply

#6
(09-12-2010, 07:01 AM)C.Brutail Wrote: -reach destination A, so you can continue from there
-destroy gate or building, so you can move further
-variation of above: reconfigure computer, activate system, so you can move on a bridge, open up a door, etc.
-crack into a warehouse, so you get explosive/energy based weapons, with you can take down an energy shield (yes, there's an option, that you can only damage a stuff with one/more type of weapons!)

this are the ones I like most Big Grin
MY NOOB STATS:
[Image: 788.png]
Reply

#7
Have you started mapping, yet? Wink
MY NOOB STATS:
[Image: 788.png]
Reply

#8
(09-29-2010, 10:59 AM)rainerzufalldererste Wrote: Have you started mapping, yet? Wink

No, not yet. I'm just seeing if people are interested in Assault.

I don't really want to spend a lot of time making a map, only to find that no-one wants to play it! Tongue

I might do some more drawing though (e.g. building layout for the warehouse)
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#9
okay... but thank you for the information Wink


@All : VOTE YES!!!
MY NOOB STATS:
[Image: 788.png]
Reply

#10
(09-29-2010, 01:13 PM)ThePWTULN Wrote: I don't really want to spend a lot of time making a map, only to find that no-one wants to play it! Tongue

you have to live with it, when you make maps
Reply

#11
(09-29-2010, 02:48 PM)Cortez666 Wrote:
(09-29-2010, 01:13 PM)ThePWTULN Wrote: I don't really want to spend a lot of time making a map, only to find that no-one wants to play it! Tongue

you have to live with it, when you make maps

Oh Sad

I'll see how things go after I do a couple more drawings.
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#12
This is a wonderful concept! It's TDM at it's finest. Smile

PS: To be honest, it kinda reminds me of Wolf: ET, in terms of the objectives.
Reply

#13
Sounds like the new death valley in AVA that I played yesterday (and died). Will there be a boss / mini-bosses?
Reply

#14
(09-29-2010, 11:01 PM)phim Wrote: Sounds like the new death valley in AVA that I played yesterday (and died). Will there be a boss / mini-bosses?

No, there shouldn't be bosses in Assault. It's because it's a human vs human game mode, and not a storymode style game mode! Even though there's a basic plot to the map, it's not the most important part of it Tongue
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#15
did you already map it? :O
MY NOOB STATS:
[Image: 788.png]
Reply

#16
(11-24-2010, 08:27 AM)rainerzufalldererste Wrote: did you already map it? :O

you know that such big maps take many many hours to get the to a playable state and many hours more to finish them?
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Reply

#17
As said before nice concept, I would make the defenders start in the warehouse, then once that is breached or an area before it, have the defenders have a new spawn point where you have noted on your sketch, otherwise it's a long way to go for both teams (attackers could then spawn in the warehouse once it had been breached). If you understand me, obviously no idea if it's meant to be breached or not, I'm just explaining about shifting spawn locations after a certain objective is done.
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

Reply

#18
Don't worry, I wasn't planning to force the attackers to start from the beginning every time they die Tongue
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#19
Cool Smile

Tonight was mucho fun, there's definitely stuff that needs to be 'fixed' in the gamemode, but it was still fun to try it out, getting people playing!
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

Reply

#20
(11-24-2010, 09:48 AM)Cortez666 Wrote:
(11-24-2010, 08:27 AM)rainerzufalldererste Wrote: did you already map it? :O

you know that such big maps take many many hours to get the to a playable state and many hours more to finish them?

I was just asking! :O
MY NOOB STATS:
[Image: 788.png]
Reply

#21
This is definitely a good idea, and got my mind started on concepts for other Assault maps. I can't model or mapmake, but I can come up with ideas. Smile

Go for it!
Proverbs 25:8 Go not forth hastily to strive, lest thou know not what to do in the end thereof, when thy neighbour hath put thee to shame.
Reply

#22
I finally got round to doing some more drawing Tongue

Also I've outlined what sections still need to be designed.
[Image: 370.png] AKA [~] John Smith on Nexuiz
Reply

#23
Nice Smile
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

Reply

#24
This sounds like a very good map idea. I can't wait to see your latest plans!
[Image: b_560x95.png]
Reply

#25
Yes, it sounds good! And with some vehicles too, once they'll be ready ^.^
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
Lightbulb Campaign Concept and Testmap _para 0 1,627 02-16-2021, 10:56 AM
Last Post: _para
  assault maps Kotangens 4 3,291 07-20-2020, 08:02 AM
Last Post: DarkFox
  [Assault] Safe-District forseti 5 8,703 06-25-2013, 08:57 PM
Last Post: end user
  4 maps by forseti (3 assault, 1 CTF) forseti 13 13,806 06-15-2013, 03:00 PM
Last Post: end user
Rainbow Matuka's Aerowalk Textures V1.1 !!!Updated!!! Matuka 26 32,216 07-26-2012, 10:21 AM
Last Post: Matuka
  [Assault] Warehouses forseti 11 11,531 01-18-2012, 01:06 PM
Last Post: hutty
  implosionV1R2 [updated 7-12] MintOX 20 21,836 07-14-2010, 05:19 PM
Last Post: Roanoke

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-