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[ow_acropolis] Community map


7 replies to this topic

#1 Reaper

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Posted 30 August 2010 - 10:01 PM

Yesterday, I was talking to some guys playing Overwatch with me. One of them had a masters or something in game design and another had some good ideas. So we started talking after I mentioned some level ideas, and one of them said "how about an assault on the citadel style map?" We continued to bounce ideas off eachother and eventually came up with a map layout idea.

At first, the players starts off at the edge of a broken bridge that leads to the citadel. They actually start below the broken bridge where the dirt and debris leads them to a gap in the citadel. Upon entering, they are greeted with the moving parts of the interior structure. Some of these parts include razor trains going by, massive lifts moving through the hundreds of floors, and dropships carrying combine. As the player continues to unlock more of the citadel they stumble across the OW controlled guards (there isn't a whole area of no guards... they'll be everywhere). I won't spoil the end if this map turns out to be good.

Keep in mind that I will be puting in the massive citadel backdrops that you see in the actual game. They will be custom for the map though.

Another starting point idea is a heli/gunship pad kind of thing where the player is supposedly going to defend for a few minutes or until they can hack a console. Afterwards they will continue on through a long series of halls tunnels and (well you know what the citadel is like). I might include an elevator kind of gameplay mechanism that the players could use sort of like in the hl2 singleplayer!

Any suggestions or ideas or even comments would be appreciated. I am working on the map, I just want to know what will work and what won't. The beginning is still in early develpment

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#2 Jgoodroad

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Posted 30 August 2010 - 10:14 PM

I am often scepticle of the "big block of text"... but doing so now would make me hypocritical,

seems like a sound Idea, can't wait to see where this goes...

good day

#3 Sev

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Posted 01 September 2010 - 03:00 PM

That was an interesting conversation.It looks like a good map.Keep up the good work. :)

#4 Reaper

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Posted 01 September 2010 - 10:51 PM

So... which start do you like more?

Bridge entering citadel style or starting helipad style.

Also, for newer comments, I thrive off of ideas and coll scenery designs. Just give me anything please!!! (lol I'm not that desperate)

#5 Jgoodroad

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Posted 01 September 2010 - 10:59 PM

I give better ideas when I see in-game shots,

#6 Yvan

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Posted 03 March 2011 - 02:14 PM

View PostReaper, on 01 September 2010 - 10:51 PM, said:

So... which start do you like more?

Bridge entering citadel style or starting helipad style.

Also, for newer comments, I thrive off of ideas and coll scenery designs. Just give me anything please!!! (lol I'm not that desperate)
I don't think that rebels have enough money for a heli.

For me taking a citadel is from bottom to the top. I hope this post useful.

#7 ScrooLewse

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Posted 05 March 2011 - 01:07 AM

How about an area where Rebels have to navigate this maze of passageways over infinite blackness while the OW redirects pods to try and swipe the rebels off into the abyss?

Can you add stalkers? If so, you could have side-objectives where you try to "free" the stalkers. Then they could help you hack faster and give you some feeble fire support with their eye-beams.

Possibly a boss fight against the Citadel's built-in defense systems. Very quick hacking-stations, or even buttons, that would temporarily turn-off the ceiling/floor turrets so you can run to another area. That would work with survival where the Rebels would have to constantly move to new and better defensive positions or if they have to destroy some power source with sustained fire they would have to turn-off the turrets so they can safely get a clear line of fire.

You could have the map spiral up 360 degrees around a central point. This point would be a large elevator protected by combine gates. This could be used to quickly transport Combine to different areas so that you can recycle your units on a map that's sure to have a lot of climbing and difficult-to-traverse terrain in it. Unless, that is, you aren't making go "up".

I really hope my ideas have been helpful. I was going to implement them in my own map after I finished PL_Mohave, but you took my idea. :(

#8 Reaper

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Posted 13 March 2011 - 08:22 PM

I love your ideas actually, SCrooLewse.

Oh and also, the heli pad is climbed up to, not flown onto...





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