Thokk Nightshade
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Posted - 2014.04.05 05:41:00 -
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Really the idea for the map is pretty simple. It will work extremely well for Domination and can be worked to fit Skirmish and ambush. A quick history lesson to those who don't know what Normandy is (I'm hoping that is not very many, but better to be safe than sorry ). On D-Day (June 6, 1944) during World War II, the axis powers (Germany, Austria, etc) has taken over much of mainland Europe up to the English channel. The Allies (U.S., British, French, Canadians, etc) needed to make an assault onto the beach (5 separate ones, actually) The American, British, and Canadian militaries launched near simultaneous assaults up and down the coast (between 6:30 and 7:30 a.m.) The battles were brutal. They landed on a beach and had to fight up a hill covered in mines, barbed wire, etc with the Axis (i.e. Germany) dug in and having turrets and firing positions to rain holy hell down upon them. There were mass casualties on the Allied side but eventually they were able to push through and take over the beaches by digging trenches and slowly crawling up the hill.
THE MAP:
Basically the map is a giant hill. It is about 1000 meters long by 200-300 meters wide. There is a ridgeline running down the middle of the map for the entire 300 meters. Running away in both directions are identical hills so there is no tactical advantage for either side. These hills are about a 150 meter climb over the course of 500 feet. (150 meters up by 500 meters length is a 15 degree hill). Basically, the teams will NOT see each other until one of them reaches the top of the hill. These hills include some impediments, rocky outcroppings, shallow and deep trenches carved throughout them that can be used to assail the hill, as well as other obstacles that can be used as cover. You can also add bunkers (i.e. small buildings) in various locations along the way for people to get into some nice up close firefights as well as plant uplinks/nanohives, etc. Throw some huge boulders out there for additional cover and make it extremely rocky so vehicles have a difficult time getting up (if at all) . Put a supply depot and clone reanimation point at the very bottom of the hill on both sides and one on either side of the null cannon (so 3 supply points and 3 clone reanimation units total on the map). There are no supply depots or clone reanimation points at any location on either side of the hill other than the very bottom.
On the top of the hill there is one main structure on a flat in the middle of the map (figure a plateau of about 30-50 meters, so we may have a small bowl or saddle on the top to accommodate this), but it thins out into a ridge of only 5 or so meters across at the very edges of the map.. Also on top of the hill are 4 or so turrets. In keeping with the theme, these are the machine gun nests that can be used to rain hell on the other team. These turrets need to able to see down at least one side of the hill to the bottom, preferably both (depending on how thin you want to make the ridgeline) Maybe place these closer to the edges of the map to give them a better chance to see the entire hillside on both sides. Just make it balanced so if there is one that can only see one side, make another one that can only see the opposite side of the hill.
That one single structure I mentioned on the top? This is where you would put the null cannon for Domination. For Skirmish, you can throw in a null cannon about halfway down the hill on either side in other "main bunkers" that were set up as well (I'm thinking any more than 3 would take away the "feel" of the map)
THE GAME: Each team starts out with an original spawn at the very bottom of the hill. Each team begins as the "allies" . Just as on D-Day, you have the basic supplies at the bottom of the hill and originally land on the beach, so this is your starting point. As a team, your objective is to get to the top of the hill and "claim" it, hence the idea of a single null cannon for Domination at that location. At this point, you and your team do a sort of "transition" to the Axis powers. By reaching the top first, you can claim the turrets and also gain the high ground to help suppress the other team. You also are able to get the clone reanimation unit to quickly get support to assist you. By claiming the supply point, you are able to keep your teams loaded. Essentially, by getting to the top of the hill, you are gaining a huge advantage. This takes Domination to the extreme. With the other match types (Ambush, Skirmish), you are keeping everything in place (turrets, supply etc), besides adding the extra null cannons so getting to the top and claiming it will still be huge.
Just as on D-day, there were no supply points or anything once they reached the beach. You had to rely on each other. In this game, with no supply depots except at the very top and bottom, you are going to love your Logis supplying you with ammo, medical care, etc. In all honesty, each class will have a role they are suited to in this game. The scouts can sprint to the top to claim everything and allow for a quick spawn of help and get the turrets raining down on the other team. If you don't get there first, the assaults/infantry can fight for it once they get there, and the heavies can help defend it. Even Snipers will be helpful in either claiming the top of the hill by picking off enemies as they crest or getting up to the top to suppress them coming up the other side. However, by making the top of the hill 500 yards from the edge, we are eliminating the redline campers who just want to sit back and snipe. If you want to get ANY War points, you need to get up into the middle of the fray and actually help your team unless your team is overrun and the reds are coming down your side of the hill to completely wipe you out. If that happens, you are probably going to get whacked anyways so it doesn't matter.
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Thokk Nightshade
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Posted - 2014.04.07 21:54:00 -
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Really, no comments good or bad? I know it's a long read people, but come on! In all honesty, though, if we want CCP to seriously look at any of these ideas, we need to give them more than "Snow map" or "Give us trees". This is a thought out, organized explanation on the look of the map to playstyles to everything else. I was hoping for some ideas and thoughts. One I've already come up with is decreasing the turrets from 4 to 2. 4 may be a little excessive and lend too much of an advantage. Of course, that is one of the points of getting there first: to gain that tactical advantage. |
Thokk Nightshade
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Posted - 2014.04.25 05:26:00 -
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Dustbunny Durrr wrote:Honestly, a homage map to something like the Normandy invasions sounds like it would be pretty cool. We don't have to have a WWII theme to necessitate such a map. My only worry would be one-sided ness. Normandy, while won by the allies from a territorial perspective, certainly was with very high casualties (read: bad k/d ratio), and easy to be bottlenecked and stomped on the shore.
Yeah, the one sided beatdown is possible. However, I don't think there is a Domination map out right now that would completely prevent it. If you have a bunch of protostompers running against blueberries, a redline can happen on any of them. The only thing that could possibly prevent that here is the overall length of the map. Since MCC to the Null Cannon is 500 meters (ish), there should be ample time for logis to drop uplinks all over the place in different locations to prevent being redlined.
The thing I would enjoy is the high probability to see a lot of deaths and nasty firefights around the null cannon and those turrets up on top of the ridge. However, I wouldn't think this is any more of a meatgrinder then some of the domination maps (Border Gulch?) where there is a null cannon on a small strip of road. People sit with Magruders and Somas just lighting people up. There is no room to maneuver and everyone is forced into a small location I'm thinking (hoping?) this map will be large enough to prevent that and hopefully people are able to get away from the middle and flank to get up around any redline siege. |