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Factory Map; New Map Suggestion
Topic Started: 22nd June 2013 - 10:06 PM (418 Views)
Bancarotta
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Wilting Odin
Bancarotta
 
Ok so there should be a mechanical looking map called Factory. It should be 3/4 the height of zone and X2 the length of zone. There can be a bunch of platforms everywhere for sentinels to hide around and fight. The map is meant for smaller builds, but babels and other big bots can still fit. Multiple game modes can be played at this map. I've also included the drone idea from zone. Small robots will jump around the map and attach to the legs, or body, of the nearest sentinel with their claws/hands, causing the player to move slower and take 25 damage every 1.5 seconds. The drone looks similar to the Kebbit from RS, has 200 HP, drops a power-up when killed, and is the same height as the drones from zone. :silly:
Pringles
 
Suggestions:

Add 3 layers of moving platforms and conveyor belts leading to a shoot-through floor on each side of the map.

Add acid pits which instakill you at both corners of the map (instakill so you don't have to wait to die).

Add a giant compressor in the center which slams down every 5-10 seconds (no more no less).
This map should be sort of like a mini fleet where each team controls a side of the compressor. Add many non-regenerating turrets to the left and right walls which target enemy sentinels that snuck past the compressor into enemy territory. There a lots of these turrets, and they spam like hell, so taking them out is a huge plus for your team.

There are initially SIX DESTROYABLE spawn locations for your team distributed evenly throughout the ceiling of your territory. The idea is to destroy the closest ones to the compressor, and leave the ones closest to the acid pit. Only one sentinel can spawn at a time. Each one of these spawns has 15000 kPam integrity and regenerates at a rate of 20 kPam/s when not taking damage.
Poll Results:
Spoiler: click to toggle
Edited by Blackout, 12th October 2016 - 04:44 PM.
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Blackout
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Are you sure zone map size varies with players? I never noticed this, but now that you bring it up, I think you're right.
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Aoloach
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I'm pretty sure the other maps do, so I just assumed Zone does as well. Maybe in the advanced game options or custom games or whatever we could have a map length slider? So you could have a CQC game with 12 people or something.
Edited by Aoloach, 28th September 2016 - 10:39 PM.
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Definitely Not Spiral
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Professional Faggot (US Navy Sailor)
Every map expands based on the number of players except fleet

But you wouldn't know that, Black, because all you want to play is fleet.
:frog: :tea:
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Blackout
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Definitely Not Spiral
29th September 2016 - 05:06 AM
Every map expands based on the number of players except fleet.
Irrelevant, because fleet is the only map.
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Pringles Man
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The Chief Designer of the Ilolan Republic

Suggestions:

Add 3 layers of moving platforms and conveyor belts leading to a shoot-through floor on each side of the map.

Add acid pits which instakill you at both corners of the map (instakill so you don't have to wait to die).

Add a giant compressor in the center which slams down every 5-10 seconds (no more no less).
This map should be sort of like a mini fleet where each team controls a side of the compressor. Add many non-regenerating turrets to the left and right walls which target enemy sentinels that snuck past the compressor into enemy territory. There a lots of these turrets, and they spam like hell, so taking them out is a huge plus for your team.

There are initially SIX DESTROYABLE spawn locations for your team distributed evenly throughout the ceiling of your territory. The idea is to destroy the closest ones to the compressor, and leave the ones closest to the acid pit. Only one sentinel can spawn at a time. Each one of these spawns has 15000 kPam integrity and regenerates at a rate of 20 kPam/s when not taking damage.
Edited by Pringles Man, 30th September 2016 - 12:22 AM.
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Blackout
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Pringles Man
30th September 2016 - 12:21 AM
There are initially SIX DESTROYABLE spawn locations for your team distributed evenly throughout the ceiling of your territory.
Sounds like whoever's spawn location is destroyed first is put at an extreme disadvantage.

A problem I have with destoryable "structure" ideas is non-nrg dependent weapons gain a huge advantage of practicality over dependent ones, so maybe have those weapons do a lot less against spawns?
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Pringles Man
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The Chief Designer of the Ilolan Republic

Due to the healing nature and high health of the spawn tube, the only thing capable of taking it out quickly enough on enemy territory is amped solaris laser spam, or gun spam. You can't shoot past the compressor when it's down, and you would have to be well within the enemy side to be able to hit it with ddays, or other things like that. Ddays are way too slow to destroy this thing fast. It has 15000 kPam, and ddays do 150 kPam, so it would take 100 dday shells, or 70 seconds to destroy. 35 seconds with a dday babel. 35 seconds in SS is a LOT, and to last 35 seconds in one area is pretty rare. However, the health can be buffed at our discretion. In a nutshell, you have to be using close ranged weapons to really score a decent blow on this thing, and chances are, you'll die before it does. If you want, we CAN also make it resistant to explosive weapons. I would understand flak would be a huge problem here, and since it does explosive damage now, you should take precautions.
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Blackout
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Pringles
 
Ddays are way too slow to destroy this thing fast. It has 15000 kPam, and ddays do 150 kPam, so it would take 100 dday shells, or 70 seconds to destroy. 35 seconds with a dday babel.
That's even more concerning than I thought. Keep in mind there would be an entire team firing on these spawn things.

Pringles
 
you have to be using close ranged weapons to really score a decent blow on this thing, and chances are, you'll die before it does.
Why must you use close range? Assuming you will frequently die at close range for sake of argument, this makes howitzers the go-to weapon.

Pringles
 
If you want, we CAN also make it resistant to explosive weapons.
I'd like that, but then there's still the fundamental problem of the game being all but decided when the first team's spawn thing is destroyed, putting the "best" team at even more of an advantage.
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Pringles Man
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1. We can raise the health to whatever value you want.

2. Once again, you can't shoot through the compressor. Even when it's up, it's like a giant wall in the middle of the map which you have to pass before you can actually get near the first spawn pod. You have no chance of sniping at enemy spawn pods from your end of the map with parabolic trajectory weapons. Maybe lasers can hit the spawn pods closest to the acid pit if you're shooting at it near the compressor, but that's it.

3. At close range, stacked guns will do MUCH more than 150000 kPam damage in 35 seconds, especially if the target is stationary and every bullet hits. The pod will have no kinetic or energy damage bonus, so if you can get close with a gunner slave, the only thing that can rival you is an amped solaris laser spammer.

4. Not necessarily. Destroying one spawn pod only causes a problem if THE ENTIRE TEAM OF 6 PLAYERS DIES AT ONCE OVER AND OVER. And even then, only one of the team members will be spawned longer than everybody else. This only becomes a problem when you have 3 or less, and only the ones closest to the acid pit remain.
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Blackout
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Pringles
 
2. Once again, you can't shoot through the compressor. Even when it's up, it's like a giant wall in the middle of the map which you have to pass before you can actually get near the first spawn pod.
It's hardly a wall if it constantly opens and closes. How long would it stay down for and how quickly would it raise up?
Pringles
 
You have no chance of sniping at enemy spawn pods from your end of the map with parabolic trajectory weapons. Maybe lasers can hit the spawn pods closest to the acid pit if you're shooting at it near the compressor, but that's it.
The only way I can make sense of this statement is if you have a very long map in mind, in which case, there is no "maybe" in lasers being able to hit from distances, so maybe I'm assuming incorrectly about the map length.

Also, the problem isn't just ranging from a distance: non-nrg weapons still have the incredible advantage of being used reputedly without nrg loss.

Pringles
 
4. Not necessarily. Destroying one spawn pod only causes a problem if THE ENTIRE TEAM OF 6 PLAYERS DIES AT ONCE OVER AND OVER. And even then, only one of the team members will be spawned longer than everybody else. This only becomes a problem when you have 3 or less, and only the ones closest to the acid pit remain.
Good point, but that's not the problem. The problem is when the first spawn point is destroyed the enemy team has the advantage of pushing the fight farther into the already hurting team's territory and keeping it farther from their own.

The "center" of the battle shifts farther away from the already dominant team's territory early on.
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Definitely Not Spiral
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Black, as far as I can tell, this isnt going to be an open concept map, its more of a maze that this would be, close range would really be the effective range
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Pringles Man
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The Chief Designer of the Ilolan Republic

"The "center" of the battle shifts farther away from the already dominant team's territory early on. "

That's the whole point. This is like a territory battle where you have to push your enemy to the acid pit on their side.


As for your other criticisms, I'll just draw up a sketch of why you are wrong sometime soon. The compressor stays down for at least a second.

Many years ago, back when our base of operations was still on the SS forum, some art was made for this map, as well as the first particle test. Due to unknown circumstances, it was removed from this forum and lost to history for as long as I could remember. I never revived it because the concept wasn't well thought out and the art gradually became outdated.

The art is bad, yeah, but It's quite nostalgic, and it'll give you a better idea of what my ideas look like in my mind and what their humble origins were. The DIFFERENCE NOW LIES WITHIN THE FACT THAT I SUGGEST WE PUT THE SPAWN TUBES ON THE CEILING (after actually drawing spawn tubes in the first place, not just putting capsules there to indicate them). Imagine trying to snipe that shit with a howie. The parabolic trajectory really makes things super awkward. The platform is about 1800 pixels long, about the size of an expanded test field. If you still don't get my reasoning, I'll draw arcs on it, as promised so you see my point. Luckily the editable file still remains on my computer, and I can even edit some fine details such as the background.

FACTORY MAP PARTICLE TEST: http://www.mediafire.com/file/7velrobr2nu2krb/Tests.swf

Concept art (this should be a blast from the past for many who thought this was gone forever): Posted Image
Edited by Pringles Man, 4th October 2016 - 04:48 AM.
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Blackout
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Pringles
 
Blackout
 
The "center" of the battle shifts farther away from the already dominant team's territory early on.
That's the whole point. This is like a territory battle where you have to push your enemy to the acid pit on their side.
That's the problem: it would make it significantly harder for the opposing team to recover from. It's like the problem with the suggestion of giving players with high prestige really good rewards: it elevates the best higher and pushes the worse farther down.

I'm just cautious about a mode where victory would be decided 90%(hypothetical percent) of the time by the destruction of just the first of six targets.
Pringles
 
The parabolic trajectory really makes things super awkward.
The picture helps, but I could only see that happening if the crusher opening is very narrow. If that's the case, artillery builds could just stand adjacent to the crush zone and spit artillery to all enemy sentinels trying to get through.

Also, I just read this,
Pringles
 
Due to the healing nature and high health of the spawn tube...
How long do you intend for these games to last?

It might sound like I oppose your suggestions here, but I'm just pointing out what I see are theoretical faults. I can poll this tomorrow if you'd like and fix stuff once its tested in a release in the future.
Polls appended; 48hrs
Polls appended; 48hrs
Edited by Blackout, 9th October 2016 - 03:58 PM.
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Pringles Man
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The Chief Designer of the Ilolan Republic

Posted Image

That'll clear up some trajectory issues. Since there might be too much of a stalemate, it's better to have the compressor come down much more rarely. According to the picture, apparently I planned for the pods to come down when they aren't spawning someone.

But anyways, I have a plan for the victory:

Each side has a potential 100% destruction that can be dealt to it. You can:

1. destroy the enemy turrets which are weak but can respawn up to 5 times
2. destroy spawn capsules which are strong, but never regenerate.

There are many turrets, and their amount and respawn count will vary with player number. Destroy one of these things, and the % total damage counter will go up for your team. Your goal is to drive it to 100% before the time runs out. When a team suffers 50% damage taken, barricades come out of the background on their side in strategic areas.

You aren't expected to deal 100% destruction by the end of the game, but your goal should be have a higher percentage than your enemy.
Edited by Pringles Man, 10th October 2016 - 07:51 AM.
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Blackout
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The visual certainly help. I figured the compressor would raise up far higher. Do you think that camping the compressor gap will be a problem due to it's narrowness?

Also, I said this on the No Man's Land thread, but I think your new suggestions would work far better there.
Whoever's voting other, please reply that you did so and what you're position is, or I can't count the vote.
Edited by Blackout, 11th October 2016 - 04:11 PM.
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