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DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.11.05 23:32:00 -
[661] - Quote
Snow planets with like snow digital camo implemented or like active camo thats heat dissapating. |
nix zaroch
Villore Sec Ops Gallente Federation
32
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Posted - 2012.11.09 02:42:00 -
[662] - Quote
the maps need more color and variety. all of the maps pretty much have very little color and visual diversity, here are the colors in the maps: grey, dark grey, light grey, brown, pale blue. There should be more diverse maps and different color schemes. here are my environment ideas for maps, jungles with alien plants and bird like things that flee from the trees when players approach, ice planets with strange ice ruins, floating platforms on gas giants, space stations where you can see planets and stars outside, volcanic planets where you can see cracks in the land with lava in them, cities, a the husk of a crashed titan, weapon factories with moving machinery, and ocean refinery platforms. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.11.11 01:43:00 -
[663] - Quote
Trade Winds *Begin Holoreel Recording* Ship's log, 12-21, YC113, 12:00 NE Standard Time - Location: Kassigainen IV, Caldari Border Zone, The Citadel Region Our supplies have run low. The crew of the State Issue' Submarine Bushido has had to cut back on protein rations, and morale is low. Sonar just picked up a signature that matches the Gallente-funded pirates that have plagued the already-dangerous seas of this District. We are honor-bound to gain the enemy ship's figurehead before taking off-world shore leave. All hands to battle-stations! *End Holoreel Recording*
Map description: A naval battle between two large sea-going ships of the great Empires. As excerpted above, the enemies can include NPC pirates. The battle is won either when clone reserves (stored in cargo) are depleted, or when the other ship is sunk. The victory rewards will include the enemy ship's figurehead, which goes straight to the contracting corporation that funded the winner. This figurehead takes the form of an immediate ISK bonus. As for the racial ships themselves, depends on who built them. My suggested designs are rugged to match the storm-world conditions my little story takes place in.
Minmatar: Fighting 100m-tall storm-world swells is not fast enough for the Minmatar, so their ships take the form of submarines, with their main propulsion coming from a flexible, shark-like tail. This design also allows for quicker turning than standard rudders, which is useful for navigating undersea topography.
Amarr: Always preferring to look angelic, Amarrian ships have camouflaged any surface that is under the waterline, causing their catamaran-like ships to appear like they are flying birds, only touching the water because it wishes so. Intruigingly, a side-effect of the design was that the sharp bird-like appearance pierces through storm-world waves far better than previous attempts, opening a new frontier for the Empress.
Caldari: The other submarine faction, the Caldari use electro-hydrodynamic propulsion (ever seen Hunt for Red October?) with vectored nozzles at the back end. This gives both maneuverability and no visible propeller to target with a torpedo, allowing for a more rugged combat ship.
Gallente: The Gallente answer to a rapidly-changing sea is for the ship itself to be able to change. The entire vessel consists of many semi-autonomous microhulls that continuously shift into whatever shape the captain predicts is the best for the current conditions. This can mean monohull, catamaran, or even deep-sea submersible configurations. Weapon microhulls that are above the waterline flip out blasters, while below-water ones deploy drones that drill into the enemy hull. |
BLACK MASK D
Lost-Legion
0
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Posted - 2012.11.11 19:33:00 -
[664] - Quote
a map on an unstable planet and the enveriment can kill you
or a map that has a changing landscape and you could fall into holes |
Valmar Shadereaver
Lost-Legion
18
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Posted - 2012.11.11 22:17:00 -
[665] - Quote
a map consisting of several facilety's whit door's that need to be hacked/damaged to open perhaps some spot's on the roof and wall that whit the scanner can be spoted as weakend and destroyable for extra entry posibelity's so that ppl are defending the several door's well can get the enemy come from difrent direction's several bridge's that can be damaged causing hole's in them so vechical's will have to be carefull several road's whit smal hole's in them where player's cuild hide proximety explosive's in seeing they are way to eazy to spot atm whit moving eviormental structor's like a elevator that either goes up and down or sideway's evry several minut's or whit a buton to activate |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.12 21:44:00 -
[666] - Quote
Indoor inside a warbarge. No vehicles. Objectives similar to Skirmish 1.0 Credit to the OP on this awesome thread https://forums.dust514.com/default.aspx?g=posts&t=44285&find=unread |
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
10
|
Posted - 2012.11.13 01:27:00 -
[667] - Quote
BUILDINGS! Far too much open area rock to rock fighting you need a town with enterable buildings and not weird ambush map you have at the moment I mean like the team backline spawn points in some maps those but extended and built apon. A town would be awesome but not stairs everywhere like your little ambush map, an almost flat ground with lots of buildings that are enter able with windows and roofs, destructible maybe. |
S Deschain
Algintal Core Gallente Federation
1
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Posted - 2012.11.13 04:10:00 -
[668] - Quote
I would like to see a map where there is a clear defending and attacking force. One situation that I envision is this:
One Squad contracted to defend a small installation (pick a good story -- research, mining rare minerals, intelligence facitlity etc.) The installation would be located tucked into the head of a deep valley with access from only one direction. The defenders would have a distinct advantage in that they would defend from prepared positions with the support of multiple installation turrets. The defenders would however be limited to only within their defensive positions and a very short range outside of them. The result would be that the defenders would have to work as a team to select the correct weapons systems and position their fighters properly. If they did both they would maintain a clear advantage over the attackers (the standard planning factor for attackers to defenders for a prepared defensive position is 5 to 1.)
The attacking squad would have to first scout the area to determine where the facility was located (multiple ravines/valleys for them to look into) then once they found the facility they would have to develop an attack plan and work as a unit to defeat the prepared defensive positions, breach the facility, and carryout their mission. I would suggest the attackers be of greater number then the defenders. This would give the attackers the advantage once the facility was breached. The attackers would also have access to key terrain in the form of high ground that looked down into the installation somewhere in the valley. Additionally, the attackers would have one perhaps two potential high speed avenues of approach to the facility. These avenues would be covered by defensive positions, but would requre the defender to identify the vulnerability and cover those approaches with the proper weapons systems.
Topography: Rocky desert, facility walled with defensive fighting positions and turrets (however with a vulnerable gate and certain features that could be used to go over the walls (parked vehicle, rock slide, etc). At least one maybe multiple overlooks available to the attacker that could be used to target the installation with long range weapon systems. An open dirt/rock/sand valley floor with at least one maybe two channels that if used properly would provide cover and concealment for an approach to the facility (with that one comment that at least one defensive position/turret would cover each avenue of approach.) The last 200 meters to the facility would be completely open kill zone with only a couple of small rock formations that could provide only tenious cover.
This scenario would require teamwork and at least rudimentary knowledge of tactics. Viable air support could be crucial to the attackers, however the installations prepared defenses would be very dangerous to attacking air.
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nix zaroch
Villore Sec Ops Gallente Federation
32
|
Posted - 2012.11.16 01:01:00 -
[669] - Quote
abandoned ruins of a city. the buildings would be falling appart and there would be multiple craters from orbital strikes |
WHz DS9899
Doomheim
136
|
Posted - 2012.11.20 21:54:00 -
[670] - Quote
BLACK MASK D wrote:a map on an unstable planet and the enveriment can kill you
or a map that has a changing landscape and you could fall into holes
This will be in DLC |
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Saucy Butt Love
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
10
|
Posted - 2012.11.21 14:07:00 -
[671] - Quote
Not really a map idea more of a game mode / feature:
Just open up an area on the mcc where both teams can access (using a dropship or fighter jet or whatever you add that fly's) where you breach the dropship and destroy its engine while having to defend your own mcc, so use communication between squads to say who's going to go and attack the opposing mcc and who will defend their mcc and who will fighting on the ground for things like fuel or whatever. |
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
10
|
Posted - 2012.11.21 14:08:00 -
[672] - Quote
You could also take the whole GAME MODE feature away and just like eve, you just go into a battle by travelling there with a group and try to take over the district. |
Sabyn R
Crux Special Tasks Group Gallente Federation
17
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Posted - 2012.11.25 19:42:00 -
[673] - Quote
Forums Veteran wrote:frozen planet/snow maps FTW.
that titan deck/pilot assassination idea is golden. assassin contracts would be awesome.
would also love to see maps where the goal is stealing assets or sabotaging facilities. resources play a huge role in new eden, those who don't have them should have the option to get them by other means. would be cool if this created a new industry of corporate thieves/saboteurs. groups that steal assets/resources and sell them on the open market.
...Agreed for the snow maps. That would be pretty...cool. ^_^ |
first1NFANTRY
1
|
Posted - 2012.11.25 20:07:00 -
[674] - Quote
Underground caves
Planetary life forms
Visual of other planets in the sky
Jungle levels
Snow levels
Water levels
Oh and uncharted 2 multiplayer equivalent graphics come full release. I mean we are fighting in space after all. Players have to soak in the beauty :D |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.25 21:53:00 -
[675] - Quote
Saucy Butt Love wrote:You could also take the whole GAME MODE feature away and just like eve, you just go into a battle by travelling there with a group and try to take over the district.
I think the objectives on each map should be different depending on what infrastructure is present.
No infrastructure: That district is won/lost by an AMBUSH match.
Null cannons: more difficult to take over the district, Skirmish mode.
Then when more unique player built infrastructure arrives, you can have objectives like capturing a Skyfire battery, destroying a supply depot, capturing a biomatter processing plant, securing the SCC, etc. All with uinque objectives. |
first1NFANTRY
1
|
Posted - 2012.11.27 06:45:00 -
[676] - Quote
Ok so i thought about a scenario where you have two teams both stationed on either sides of a night urban or storm like planet. On this planet both factions must make their way to a center resource structure which resembles a tower, gain control, make their way to the roof by taking a elevator before a horde of undead clones AND the enemy does.
At some point in the battle there is a timer and at the end of the timer a siren goes off and a huge James Bond: Golden Eye like structure elevates from an underground bunker and on the horizon you see a fleet of zombies/undead soldiers approaching said battle. This new foe's only objective is to stop both teams from escaping the planet in one piece.
So now the match has become dynamic and you have two enemy fleets trying to destroy you and stop you from escape. Oh my, just think of the carnage and adrenaline :) :) :)
CCP MAKE IT HAPPEN!!!
edit: and also planets with ancient civilization like structure e.g pyramids, ruins, canyons |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.11.29 18:34:00 -
[677] - Quote
(Apologies if these have already been suggested in one of the 20+ preceding pages in posts.)
I don't really think in terms of maps...although maps that provide concealment as opposed to the current maps that only really provide cover would be nice.
But instead, I like to think about what sort of objectives would EVE corps (or even other DUST corps) want to be able to do that is outside the realm of a bunch of pod pilots' direct influence.
Certainly sabotage comes to mind, but it also would be interesting to have an espionage angle, as well...maybe even covert ops, too...
For instance, a corp could put out a contract to "steal" progress toward researching BPOs from a rival corp. I know DUST does not currently lend itself to a "covert ops" sort of play mode...but maybe in a future installment? In the mean time, it could be a...less-than-covert objective for a contract.
Perhaps outright larceny of a rival corp's fixed assets (ships, modules, munitions, etc.)?
What about security details? (I don't know if EVE ever got the "walking in station" idea implemented for pod pilots...)
I would then let the objective inform what sort of maps and what sort of game modes.
(Maybe for espionage, the attacking team has to capture all of a number of data node "objectives" in order to transmit the data off site, but only has whatever drop uplinks they brought with them, and a limited number of clones. The defending team has to exhaust the attacking team's clone reserves before they capture all of the data nodes, but having the "home field advantage" have more fixed drop points and clones available to them.) |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.11.29 21:09:00 -
[678] - Quote
Desert Maps, with beautiful red sands and desert digicam. Long Huge, clutterless maps except for rocks hills and caves in which infantry can fight in. New Implementation of tan camos/ unlock of camos and just camos in general for maps and whatnot.
Mine, complex, close quarters futuristic mine shafts full of impressive technology, heavy machine gun emplacements and two bases on each side, perfect infantry maps with a large outside area for tank and vehicle battles.
I think I said snow maps, but beautiful tundras and taga's with destructable trees and cabins and whatnot. Snow Digicam unlock for later use with heat cloaking tech and or active cloaking tech. Thermal sights, gun emplacement, artillery implacements. Few caves and hills.
City, a complex urban area taking place in the heart of a city, not to sound like BF3 here as it would not be a metro, but semi destructable buildings, no caves, hilly areas on each side leading into the city like a park or whatnot, filled with futuristic cars and three bridges on each side in which each team must hack, the defenders must hack it and raise it, attackers must hack it and lower it. Perfect for entrenched each side digs in hard, people engage in long range combat, bridges would be over a canal, beneath the city so you dont get stuck on each side would be a complex array of sewer systems so you can get to each side. But beware and move with caution, because enemies could be dug in hard and im sure meeting a heavy suit in a enclosed space isnt going to end well.
Apartment Complex , skyscraper like map takes place on the roof top of a large, vast apartment complex with a large flat roof top with few buildings in between, two large, two floor buildings with roofs on top are close quarters apartments. great for TDM, CTF, Last man standing, OSOK, and many more. Not to be confused this is not highrise it is not a construction site but a beautiful pristine high upper class rich area. Enough room to deploy tanks and plenty of flying space around the outside to deploy dropships to offer close air support. Urban Digicam and ShadowDigicam (a black and dark grey camoflage) can be implemented/ unlocked for personal use.
Airfield, a large futuristic airfield with multiple runways, VERY large map, with a terminal and a hangar. plenty of space for tanks, dropships, LAVs. Long range combat, close any all sorts of mayhem abounds. Artillery and semi destructible buildings litter the field as well as a large, three level super jet for close quarters combat. CTF and all modes can be played here as well as on all other maps. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.30 02:59:00 -
[679] - Quote
The sky color and sandy textures of this map in the E3 build, I miss it. Please bring back this sky color and texture. http://www.youtube.com/watch?v=_4Ql8O_E-mg&NR=1&feature=endscreen
Seriously, the sand and the sky looked really really beautiful and well done. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.01 18:35:00 -
[680] - Quote
My idea for a terrain feature/map:
The terrain on this map would be very large, flat, and relatively barren. The map would be much like the russian steppe, with a huge emphasis on vehicle combat. Scattered far apart would be medium sized, shallow craters. Inside each crater would be tightly packed buildings containing the objective/ null cannon. These craters sould be covered with a huge shield dome extending from lip to lip of the crater. An access road would go up, over, and wind down the lip of the crater. These craters would provide focal points of CQC infantry combat, and protection from tanks, dropships, LAVs, and orbital bombardments (as long as the shield lasts).
Between each of the scattered crater installations would be a mostly flat landscape. Roads would shoot straight from installation to installation. Littered around would be small, eroded rock outcroppings, eaten away by the heavy wind over eons of time. Dried out streambeds would provide the occasional natural cover between installations. At median points between the installations, would be CRU's, supply depots, and fixed turrets to provide a staging area to attack into the craters.
While the land is flat, it also has changes in general elevation. A crater might be situated on a humongous plateua, but the hillside leading up to it would be large and smooth.
This map would be great for when we get larger playercount battles like 32 v 32, as it would promote large scale vehicle warfare, and a greater use of dropships and LAV's as transport.
Also would get away from the constant mountains we have surrounding us.
Visual Reference 1
Visual Reference for Crater
Visual Reference 2 |
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Cheeze Woman
Algintal Core Gallente Federation
1
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Posted - 2012.12.02 18:41:00 -
[681] - Quote
I think that a cool map would be like an dropship crash... Where everythings Erie... and dark... Not too dark though... Cause I wanna see who I'm shooting at. |
Azrael Arcturus
Doomheim
16
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Posted - 2012.12.02 19:03:00 -
[682] - Quote
What about just a straight outer space map? like on the hull of a massive battle ship? |
Sinboto Simmons
SVER True Blood Unclaimed.
140
|
Posted - 2012.12.03 13:08:00 -
[683] - Quote
how about in the forest I remember something about our guns setting stuff on fire could you imagine it?
trees burning as immortals flatten the grass armor glowing from the fires they created in their efforts to kill the hostiles in front of them caring little about what their actions have caused.
would give a new aspect to the whole 'inhuman' feel to our immortals. |
Cobra 289
Osmon Surveillance Caldari State
3
|
Posted - 2012.12.04 05:49:00 -
[684] - Quote
I Would love to see a garden world, with older, over grown structures. Ideally an abandoned mining facility grown over, My plan would be a 4 Lull cannon map, with a large road running through it. In the centre of the map there would be a small rift with the bridge going over and two smaller bridges, made out of rocks or a fallen tree, the ridge would NOT be accessible, thus making the use of the bridges and drop ships being crucial. There would be two large facilities towering over the trees, both enterable and holding both LULL controls within, a pipe or catwalk between the two could act as one of the smaller bridges. Both facilities would have landing pads allowing cross side transports. The large trees would cover most the ground allowing players to be safe from ships, except for where the road is. I would also like to see a few installations like radio towers and what not sprinkling the map,
This map would be great for all play styles, Snipers would have the pleasure of cross installation and bridge shots, assault players will enjoy the interior of the facilities, and vehicle loving players will enjoy the roads. |
Vincent Dragunov
Seituoda Taskforce Command Caldari State
2
|
Posted - 2012.12.04 18:54:00 -
[685] - Quote
A moderate climate map, more green and with life. Most maps I've played look somewhat desolate and dry. I'm pretty sure the EVE universe is bound to have a planet similar to earth.
A BEACH!!!!!!!!!!!!!!!! A BEACH!!!!!!!!!!!!!!!! A beach like area maybe. |
Kosen Driago
WarRavens
25
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Posted - 2012.12.05 06:47:00 -
[686] - Quote
Saucy Butt Love wrote:BUILDINGS! Far too much open area rock to rock fighting you need a town with enterable buildings and not weird ambush map you have at the moment I mean like the team backline spawn points in some maps those but extended and built apon. A town would be awesome but not stairs everywhere like your little ambush map, an almost flat ground with lots of buildings that are enter able with windows and roofs, destructible maybe. Yeah, I would like to see just a complete urban sprawl/city type of map. I would'nt even mind if the buildings were not accessible. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.12.05 06:58:00 -
[687] - Quote
Madhouse As you near your next target, a sprawling mansion-like fort, you receive an encrypted message from your intelligence department - retreat to the War Barge for emergency briefing. You are puzzled, but know that it is for a good reason. The Caldari creator of the fort had an intense belief in the supernatural. Specifically, in the vengeful spirits of the Gallente he had slain in battle. In an attempt to "elude" them, he had built this place with the advice of the most insane person he could find, resulting in a deadly labyrinth. Those who know about the real-life Winchester House have an idea of what this will look like, just give it 22k A.D. tech. A door opens to thin air at 5 stories. A long staircase winds up and down with no real destination. Holographic rooms that trap the fool that enters, and the fool that follows him. Entire sections of the house are on tracks, allowing it to re-configure at the whim a commander. And there are some hallways that squeeze down Wonka-style too tightly for Heavy suits, forcing squads with them to take more exposed routes. The only logic in this building are the sniper nests designed to take advantage of strategically-placed windows should attackers get lost within... That Control Room? Defenders who know exactly where the attackers are inside can re-position the section containing them, putting attackers right where you want them. Attackers will need to use misdirection to give themselves an advantage. Of course, get control of the main Control Room, and the lunatics can really run the asylum! ...Or is it the other way around? Nobody sane can tell which.
Long story short:
>A New Eden version of the Winchester House, with a brand new level of madness. >Traps are an obvious thing to add here, especially when the map is itself a trap! >Sections can be sliding-puzzled into new setups from the Control Room. >Sniper nests that shoot inward, taking advantage of lost attackers >Makes intelligence essential - you will not want to run into this place blind, trust me. >Turns a regular DUST match into a squad-level game of cat and mouse. >CQB, CQB, CQB. A map like this would be a great way to test it.
I'm surprised I haven't seen an FPS game try to convert the world's most insane building into a map. Even moreso that I haven't thought of it myself sooner! |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.12.07 22:56:00 -
[688] - Quote
A ship graveyard that the primary resorce is salvage materials such as scrap metal, could have potential to have good defencive positions such as make shift walled forts made of parts of ships hulls or just semi intact ships them selfs the land under neat should be dead barren after all who would waste a green planet to use as a scrap yard,
Possible map features: 1: Radiation from damaged reactors could slowly kill people in proximity 2: people with repair tools could attempt to fix ship guns to use wrecks as defence bases 3: Possible PVE option would be rouge drones infesting these areas for obvious reasons 4: sabatours could set reactors on semiintact ships to explode to clear out areas 5: Possible PVE low end bandits may like to set up in areas like this tp keep the out of the laws sights. |
David Rivendale
Doomheim
11
|
Posted - 2012.12.08 08:05:00 -
[689] - Quote
I would love to see a map with ever changing elements like rain, fog, snow, etc. Also a change in time, for example night and day. Any map that shows the after effects of a past battle, with rusted vehical remains, old weatherd buildings and deteriorated drop suits of fallen soldiers. Fighting in space on a dead ship yard with debre floating all over the place. Basically anything that makes it feel like a living breathing environment. These are planets, and territories throughout a universe, make it feel like it by changing the weather patterns to fit the diff. Seasons and ever evolving climate. Dont let the maps feel the same all the time. If i have to play on the same map, make it diff, with new weather and time zones. Make it feel like we are fighting in a universe that can exist. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.08 20:34:00 -
[690] - Quote
Can we get some maps with Minmatar, or Amarr outposts on them? By outpost, I mean the building complexes that are on the map. Most outposts look Caldari (guessing from all the sharp angles), and there was 1 outpost building complex that looked Gallente (this).
I would like to see some building outposts with golden ornate Amarr style to them.
I would like to see some buildings with some brown clunky style of the Minmatar.
I would like to see more green curvy Gallente style buildings.
It would really help with the visual variety of the maps. |
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