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The Hive (Heavily Updated)
Topic Started: 11th April 2012 - 10:04 PM (611 Views)
Pringles Man
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The Chief Designer of the Ilolan Republic

I decided to stick with the old Sentinels GUI for now. So you're going to have to look at the old scoreboard artwork for a while. Anyways, this map is called The Hive. It is a location which is very significant to the campaigns and the story. You'll get to read the history of this place when I finish writing out the campaign plot.I designed new explosions using the coffee stain effect in Gimp. I know it's cheap, but holy crap does it look good after everything's finished.

Gameplay:
Yellow battles green. Cruiser charges through the cave occasionally, roadkilling people and dropping power-ups.



Terrain:
The speciality of this map is that there is at least one pit per game which leads to death. Another new feature is that this map supports multileveled bunkers. Other than that, the terrain is very bumpy and there are many rifts and hills. There is also a cieling which I should put closer to the ground. Most of the pits are filled with water, and water constantly showers from holes in the cieling.




Winning:
The mud cave becomes unstable during the battle, and after ten minutes, a shower of mud coming from the cieling, burries the whole place, and everybody dies. The team which end up with the most points wins.




Art:

Posted Image

Poll Results:
Spoiler: click to toggle
Edited by Blackout, 21st September 2016 - 05:45 PM.
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0_0Macarone
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so nice:D!
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Definitely Not Spiral
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Please dont make me break into a not worthy spam.

TOO LATE!!


:notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy:


Edit: just noticed you put my name in it.
Edited by Definitely Not Spiral, 31st August 2012 - 02:26 AM.
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Pringles Man
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The Chief Designer of the Ilolan Republic

Thanks guys. :D
By the way, I don't know if the water will look like that because Dan has to make it durable. I also used the Jagex style sprites for the ship exhaust, so go with what you like while I'm still making decisions. :happy:
Edited by Pringles Man, 31st August 2012 - 02:50 AM.
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Definitely Not Spiral
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the exhaust looks like fuel tanks actually





also, instead of the Lost style when everyone dies, we could add an evacuation sort of thing where everyone has to escape, it also becomes a sudden death with a countdown until the cave caves in.

In other words:

The game gets to 9 minutes. There is a warning that says, "You have 1 minute to evacuate." At this time the game goes into sudden death. All sentinels must get to their Evac Zones and earn points when they get there (We can think of a system later). If you kill an enemy within this amount of time, you gain TRIPLE the points for kills, if an ally is killed by you, you lose DOUBLE the points. If you die in the collapse, you lose all the points you gained, but keep the ones you lost (within the time period).




Just an idea to make this map the best it can be :happy:
Edited by Definitely Not Spiral, 1st September 2012 - 05:47 AM.
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0_0Macarone
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i hope that water setting stays it looks really good
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MC Productions
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The ship seems to be on a crash course for a ledge.
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Cloud NiiNe
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Turtle Trekker
That ledge will get messed up. Count on it.
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MC Productions
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Hopefully no one is in the way.
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Cloud NiiNe
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Turtle Trekker
Thats what the ship is supposed to do though, slaughter everything.
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Definitely Not Spiral
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^
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Blackout
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Now under review.

Honestly, I think this mode could and should simply outright replace Lost. Zone and Lost's terrain are very similar so more variety is always welcome without redundant maps.
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Aoloach
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I never really got the whole, "Rocks fall, everyone dies," at the end. Like, if everyone dies, and you can't really get back in there because, with Lost there's probably a giant crater there, and with this, there's not a cave anymore, it's filled in. No one really wins when everyone dies, and there's no objective accomplished.
Edited by Aoloach, 14th September 2016 - 10:27 PM.
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Definitely Not Spiral
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Aoloach
14th September 2016 - 10:25 PM
I never really got the whole, "Rocks fall, everyone dies," at the end. Like, if everyone dies, and you can't really get back in there because, with Lost there's probably a giant crater there, and with this, there's not a cave anymore, it's filled in. No one really wins when everyone dies, and there's no objective accomplished.
You must be fun at parties
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MC Productions
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I don't know if this has been brought up yet but I will do it here.

I want to get rid of the idea of ONLY having maps for ONE gamemode only. Can we please have it with any gamemode (unless specified due to certain game conditions) go with any map? This way there will be a lot of variety in games created and played.

Take this one for example. This map shouldn't just be specific for zone or lost. Lost uses a 2 team time limit gamemode and Zone uses an FFA highest point gamemode. Why can't it be used for the coop gamemode or civilization (Archie's Thread) or any other gamemode whether its with teams or FFA? Zone as a map can be used for quite a few of the gamemodes BUT can have specific constraints. Maybe the map constrains every gamemode to go by highest point total (Wouldn't do that but just an example). For this map, its constraint is 10 minutes per match only. But does it have to have teams ONLY? Why can't it be FFA too or coop?

So I want to introduce (or restate) the change of separating a map from a gamemode. This will allow many more options for a specific game that include time limit, map size, specific map, teams/FFA, and maybe map constraints that may/can include certain weapons, modules, sentinels, etc. And for the mods in SS2, a game dedicated set of features and maps only they can add to a game (similar to Arcanist).

TL;DR: Please separate game maps from game modes/features/constraints (though map constraints can/should exist for every map).

~Cruel
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Blackout
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Aol
 
I never really got the whole, "Rocks fall, everyone dies," at the end.... No one really wins when everyone dies, and there's no objective accomplished.
The rocks falling to end the match is the lost equivalent to the ship crashing to end the match? If you're just saying it's an overly used concept for rocks to fall, what do you mean by the latter part of that quote?

Cruel
 
TL;DR: Please separate game maps from game modes/features/constraints (though map constraints can/should exist for every map).
Create a thread in Core Suggestions and I'll put this under review.
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