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Thread: Amateur Game Design Thread: Multiplayer€¦€¦ready, set, GO! (56ksorry) | Forums

  1. #1
    This is pretty much for fun. I imagine the devs have already decided and started working on their own ideas. But€¦

    I thought it€d be entertaining to come up w/ some cool MP scenarios/ideas of our own, to pass the time or whatever. There really hasn€t been much/any info released pertaining to multiplayer, so€¦ as far as ideas€¦ sky is the limit.

    Hmm.

    - Uhmm. I know a lot you guys aren€t big on Socom and honestly, neither am I. But there is one particular level in the first Socom that just kicks so much ***.

    That level is <span class="ev_code_red">Blood Lake</span>. Basically, it€s a huge, waist deep lake/swamp, blanketed in a low-lying mist and in places, very dense vegetation. There€re small patches of dry land and large boulders scattered throughout the water. There€re also areas of very high elevation, like cliffs and sniper towers€¦. A stealthy sniper€s paradise.





    It€s an awesome level. Now, I don€t want an exact replica or anything, but I€d love a level designed in that spirit. I.E€¦ swampy marshland covered in fog and bugs and muck and grime and thick grass and wooden shacks and well, you get the idea.




    I like water€¦ and jungles. I wouldn€t mind if every MP level was a watery jungle level. But that€s just me. The time of day and just overall feel of it would be like so:




    But it'd be a jungle environment, not friggin upstate NY.



    Anyway...What about you all?
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  2. #2
    This is pretty much for fun. I imagine the devs have already decided and started working on their own ideas. But€¦

    I thought it€d be entertaining to come up w/ some cool MP scenarios/ideas of our own, to pass the time or whatever. There really hasn€t been much/any info released pertaining to multiplayer, so€¦ as far as ideas€¦ sky is the limit.

    Hmm.

    - Uhmm. I know a lot you guys aren€t big on Socom and honestly, neither am I. But there is one particular level in the first Socom that just kicks so much ***.

    That level is <span class="ev_code_red">Blood Lake</span>. Basically, it€s a huge, waist deep lake/swamp, blanketed in a low-lying mist and in places, very dense vegetation. There€re small patches of dry land and large boulders scattered throughout the water. There€re also areas of very high elevation, like cliffs and sniper towers€¦. A stealthy sniper€s paradise.





    It€s an awesome level. Now, I don€t want an exact replica or anything, but I€d love a level designed in that spirit. I.E€¦ swampy marshland covered in fog and bugs and muck and grime and thick grass and wooden shacks and well, you get the idea.




    I like water€¦ and jungles. I wouldn€t mind if every MP level was a watery jungle level. But that€s just me. The time of day and just overall feel of it would be like so:




    But it'd be a jungle environment, not friggin upstate NY.



    Anyway...What about you all?
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  3. #3
    sounds good to me
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  4. #4
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    Very, very cool thread. Keep it up
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  5. #5
    I don't exactly understand what this has to do with MP, I think you more mean how new maps could look like right?

    I like those photos you posted nice and dense area and even a bit spooky.
    In GR1 afcourse you had some swamp maps like Swamp and Swamp Airfield. Swamp was kind of ruined by the invisible walls, and Swamp Airfield was a good map but imo needed more swamp to give you the feeling that you're really deep into it and that feeling whas absent.

    Something I would like to see is a proper valley map a bit like on these pictures:
    http://danny.oz.au/travel/1999/pakis...608-valley.jpg (copy and paste this one into your browser)
    http://el-campo-de-la-rhea-venezuela...da%20State.JPG
    http://www.uottawa.ca/academic/arts/geographie/images/M...0Pierre%20valley.jpg

    Afcourse they can't make it as big as on these pictures but a scaled down version would be awesome.

    Imagine you have buildings and vegetation in the middle where for SP the target could be and the more close combat like fights would take place. Than you have these enormous mountains surrounding the area where snipers and/or spotters could be positioned. These snipers/spotters could play a really vital role, they could guide the team on the ground and tell them where the enemy is located and even have combined assaults. Or what would be even more awesome they could use or give commands to where artillery is needed (or Laze targets), nice and high from the mountains.
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  6. #6
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    actually i dont like socom much but when i play it the only leavel i will play is Desert Glory. i know so many people that love this level oh man... they should make it somehow..
    it would be so fun
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  7. #7
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    There's this one type of map I thought would be interesting in a military sim

    It's a King of the Hill map set in an old European city like Toledo. The buildings are old, bunched close together and (since this is a warzone) bullet-riddeled and a sizable minority are bombed out. The center of the city (and the objective of the map) is a large gothic cathedral. The cathedral's permiter is fortified with sandbags and heavy gun emplacements. In addition, the cathedral has a number of tall spires that you can climb up to, making perfect locations for sniping.

    However, it's not really a map for sniping. There are only a few (4 perhapes?) roads that are wide open death traps for unluckly attackers, and even then they have some makeshift cover such as vehicle wrecks and rubble. Instead, the vast majority of the roadways consists of a large, chaotic maze of alleyways. Because the clumped nature of the buildings in the town, the alleys are very narrow (some are only wide enough for a single person at a time). They also constantly zig-zag and make sharp turns, making it very difficult to see where you are actually going. In summary, they're perfect for close quarters fighting and ambushes.

    On the map, the teams are faced with two choices on how to take the cathedral. Going on the main roads is the quickest way, but it leaves you exposed to snipers, ambushes, and possibly a well-entrenched enemy if they you aren't quick enough. The alleys might seem more ideal, since the buildings add cover from snipers. However, they are extremely narrow and unpredicable. You can't see what's really ahead of you, so you could very much be walking into a dead end. Even worse; if the enemy team is skilled enough you could walk into an ambush, and the narrow alleys could lead to your team being wiped out in a single ambush.
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  8. #8
    Hey, great ideas guys. Those level ideas sound pretty cool. As far as how this thread pertains to multiplayer€¦ well, it€s wide open. My original post just happened to be about a possible multiplayer level theme, but it could be about anything€¦ from new game modes, to skins, levels, features, and even weapons€¦ whatever; sky is the limit.

    <span class="ev_code_blue">---------------------------------------------------------------</span>

    - I really hope to see the <span class="ev_code_red">cross com fully integrated into multiplayer</span>. I think it could add a pretty cool twist on some of the different modes.

    We don€t know the limit of players able to participate in matches, but I€m assuming it€ll have the option for more than 8 vs. 8. Let€s say you double or maybe even triple that for now.

    More players can be pretty cool, but it can also be confusing and unorganized. I think that the cross-com could offer a few new opportunities and options, as far as how you might be able to keep troops/intel in order, when playing these larger games.

    I like the idea of player classes (not medics) like in the OGR. I€m talking snipers, heavy gunners, ect. I also like the freedom of a load out screen, though. The more customization the better, imo. I hope Warfighter is a combination of both.

    Anyway, taking the idea of player classes and the cross-com, combining them and then running w/ it€¦ what about having a <span class="ev_code_red">tech specialist</span>?

    I realize the idea is pretty cheesy and not overly realistic, as these guys are usually not on the front lines, but maybe if it was its own gameplay mode?

    Each team would have one tech-geek who€d have access to also sorts of intel (satellite imagery, maps, vision modes: like thermal and night, the ability to call in ordinance) and a way to effectively communicate that intel to the other teammates€ cross-coms and maps.

    BUT€¦

    The closer he was to the action, the more intel he€d be able to see/access and then communicate to the other players. <span class="ev_code_red">Actually, if close enough, he'd pick up the other teams tech-specailist on radar or whatever. And taking that guy out is your teams main objective.</span> So, it€d be in your team€s best interest to get him into the thick of it. €œWhere the metal hits the meat€ as I heard so eloquently said in a movie once.

    He€d be a vulnerable player just like everyone else, but he€d have some weird gear€¦ like a laptop or something. And he€d have to be stationary to set it up and access the intel. This would also mean he€d need some players to escort him around the map.

    When in his laptop, he can send data to everyone, or specific squads ( if you really have 24 guys on a team, you€re going to have to split them up into squads, like, Able, Bravo, Charlie or something). He can highlight certain areas on the map as makeshift objectives for the different squads€¦

    Yeah, you probably get the idea by now. I have no idea what you€d call this gamepley mode, though. I would, however, play that **** out of something like that.




    lol.
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