#Making a new map

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quartz cradle
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Geez, that took long to type, I sure hope there isn’t mor-

Game modes:

Deathmatch: first team to 50 elims wins
Sword fight: Deathmatch, but everyone has swords!
Hunt: literally a carbon copy of the game mode from the old map: eliminate the other team’s “MVP”
Wild west: another copy, but I just liked this one too much: no perks, no abilities, no respawns, just six shooters and a constant yellow tint on everything.
Fiesta: just the party game mode, but Spanish and with a few new things: a 30 second timer is constantly running, when finished, a random, whacky event, buff or nerf is applied to all players, win condition is the same as in Deathmatch:
Invasion: another copy, but this time it’s actually better: both teams have the option to work together to eliminate the aliens that will either be very weak but numerous bots, or the incredibly annoying and powerful elders. The goal is to eliminate ten elders. There is also now a UFO to shoot down (New Jersey reference) and alien air strikes to avoid.

Now for the brand new gamemodes:
Defuse the bomb: team 1 is tasked with defusing 3 bombs that team 2 is tasked to defend, when one bomb is defused, the next one activates, but with a shorter timer, the game ends when a bomb explodes, or all are defused.

Capture the flag: a supply drop will slowly touch down in the middle of the map, when it lands, it will stay locked for 2 minutes, in that time the teams have to fight for control over the middle in order to eventually open the drop and capture the flag inside

TLDR; I’m making a new map.

quartz cradle
sonic oriole
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looks very awesome sauce

hollow gull
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The map looks kinda meh imo (might just be all the devices)

The gameplay does seem very intriguing, could make for a popular game

quartz cradle
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R.I.P. test range…
It now has a bigger brother called training range with much more verticality and CQB action!
It’s still very much WIP, but I have noticed that it’s definitely less boring than test range
So basically it’s test range but bigger and more suited to the game’s actual needs.

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When it comes to weapons literally the only thing I added was the combat AR as the first member of the “support” class.
Support has become “commander” now, due to every weapon in the class having access to an activated ability that will benefit your entire team instead of just yourself.
The combat AR’s ability is called sabotage; it can be activated at will (instead of being activated every x kills like with the other weapons), and it basically disables the entire enemy teams gunfire and movement for 10 seconds with a 2 minute cooldown.
I know it sounds broken but it’s actually a very needed counter against the breacher class and more specifically the “shields up” ability.

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Can’t be one of my maps without a tech tree of some kind.
The tech tree setup will be pretty much identical to the one I’ve made on a previous map of mine, which consisted of three tech trees for three classes.
I’m still only working on the marksman tech tree right now, and it’s probably going to be the largest one.

The whole premise is that you start at tier 1 and work your way up, the higher the tier the better the buff.
Perks are unlocked using gold and the class XP type, which you obtain by doing various things while using a weapon in your class.
Perks either buff one specific weapon or the entire class, some of the later perks even buff your whole team.
Some of these perks even give you access to entirely new items that you can use, for example C4 or an automated turret.
The final perk in every tree will always be a powerful ability.

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And finally, I want to show you some actual gameplay!

This is the final segment of a game of Hunt on the new map using a fully upgraded marksman AR.

Note that the map is still very new, and so there is barely any detail as for now I’m just trying to get it to work.

The way the match ends is not a bug, it is instead a weird dynamic with the hunt game mode and the air strike ability, where It can kill the MVP instantly, causing the game spaz out a bit.

quartz cradle
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New update time!!!

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CORE GAMEPLAY CHANGES:

  1. The number of players on each team was doubled from 7 to 14 for even more action!
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NEW MAP: MOON BASE

  • A state-of-the-art Lunar base that is totally not used to launch ballistic missiles. Gravity may be considerably lower here.
    This map is based on a map under the same name I made in an older creative map of mine called Battle For Earth. It is a larger map than training range, with few obstacles as well as low gravity, making the two very different, this means that some weapons that area really good on training range might be awful on Moon base.
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WEAPONS & CLASSES

  1. Added the “squadron sniper rifle” (Reaper sniper), getting an elimination with this weapons grants double the commander XP for obvious reasons; aiming a sniper with the way my first-person is set up is extremely difficult. Being in the commander class means it also has access to an on-demand activated ability that applies to your whole team: Offensive: boost your team’s damage by 25% for 15 seconds, cooldown: 2 min.
  2. Nerfed the breacher class’s “Overload” ability to require twice as many eliminations, max. 40
  3. Replaced the breacher class’s 2 ballistic shield bubbles with one small shield bubble, requires 2 less eliminations to restock.
  4. Replaced the Marksman class’s two flash grenades with one ballistic proximity mine.
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GAMEMODES

  1. Deathmatch and swordfight now have an elimination goal of 100 instead of 50, to reflect the increase in players. notifications for a team hitting 50 and 80 eliminations have also been added, along with a team-wide gold reward for hitting those milestones.
  2. Reworked Fiesta to no longer have the Same win condition as deathmatch and swordfight, instead both teams will now compete in mini-versions of all the other gamemodes to earn points, the first team to hit 50 points wins.
  3. Added new gamemode: Apocalypse: both teams must fight against creature hordes for 5 minutes, team corporation is optional.
  4. Added gamemode: Warzone: both teams will lead an army of NPCs into battle against the other team, the goal is to eliminate the enemy team’s army and destroy their base. There are three types of NPCs: the infantry: The basic soldiers wielding basic weapons with 100 health, the Demo-man: Slightly tankier troops that use sticky grenade launchers and sometimes missile launchers with 175 health, and the juggernaut: heavy-Duty minigun Bois with 750 health, however there can only be three of them on each team at max.

Attached: Fiesta gameplay on Moon base, and Warzone gameplay on Training range.

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TECH TREES

  • Completed the Marksman tech tree by adding the following perks: Perk 5B: Foraging: For every weapon in the marksman class, has a 10% chance to grant either 5 Marksman, Breacher or Commander XP every elimination. Perk 6A: Ol’ reliable: For every weapon in the marksman class, upgrades your secondary weapon! (Common combat pistol -> legendary regular pistol (pretty similar stats)). Perk 6B: Quick Recovery: For every weapon in the marksman class, applies a 5 health per second passive heal. Perk 7: Frenzy: Unlocks the “Frenzy” ability for all weapons in the marksman class! (The infantry AR’s standard ability).

  • I also implemented a color-coding system for the perks:
    green: Economical: gold or XP
    Red: Damage & combat performance
    Cyan: Improving upon standard abilities
    Purple: New item
    Crystal: New ability

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UI & FEEDBACK

  1. Added new “killfeedback” for the Wild West game mode. (Basically the red text that appears on the right side of the screen when you get an elimination).
  2. Added many sounds: Elimination, item granted, ability activated, round announcements, failed action, and special sounds for for example the “cash out” perk. (Sadly I have no way to showcase this but just know that there are sounds now).
  3. Added feedback for item granting protocols: Successfully granted: “Restocked: ____”, grant failed: “Cannot have more than ___ ____!”. This applies to grenades: limit 2, Proximity mine: limit 1, Shield bubble: limit 1, decoy grenades: limit 3, turret: limit 1, and remote explosives: limit 3.
  4. Added short feedback messages upon the granting of gold, XP, etc, these will be displayed at the bottom center of the screen.

Attached: Wild West gameplay on Moon base to showcase new feedback mechanics.

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ADDITIONAL PICTURES

orchid compass