Emp_laststand

Discussion in 'Mapping' started by TheLiberalElitist, Feb 4, 2011.

  1. TheLiberalElitist

    TheLiberalElitist Member

    Messages:
    627
    Likes Received:
    4
    Trophy Points:
    0
    This is a concept that I had floating around that I wanted to try. This map is called Last stand because it is a map where in order for the Northern Faction to win they must be able to push out of the fortification, and destroy all of the Brenodi's defense. Both teams will start with enough resources to build 4 AFV/Light Tanks with everything standard, and from that point let the madness ensue.

    I think I want to remove the walls so the Brenodi teams would have access to the ref behind the walls, but since the the NF's area of operation is so small this could lead to balancing issues.

    [​IMG]
     
  2. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    that seems ridiculously NF sided.

    NF have complete vision of vehicles attacking them to start.


    Without the walls, it'll just be a rape for the BE side, as they only have one point to attack, with no way for the NF team to properly defend without some very elaborate and easily destroyed engy dropped defenses.
    BE refs are spread out and harder to maintain, as are all of their buildings. NF simple needs to sweep around the map and blow them each up. BE has to attack a single point more or less, making it far easier to defend. Mostly because certain methods of defending, Walls and mines come to mind, are much more effective with choke points like the entrances to the NF base.
     
  3. Juice

    Juice Member

    Messages:
    98
    Likes Received:
    0
    Trophy Points:
    0
    Maybe make the tickets bleed on the side of BE, same as escort to force BE in the offensive role. And instead of the refs in the NF base make it a flag/cap point the generates resources. Make it impossible for NF to destroy the BE base. (Or at least very hard, like escort)

    When BE captures the NF base they win.
    If the tickets from BE bleed out after X minutes, NF win.
     
  4. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    If there was ever a map for Harryhoot's aircraft...
     
  5. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    If you really wanted to move this map forwards, you would need to find a way to funnel the action on both sides, but make the NF an out spread and the BE an in push.

    If BE pushes all from one direction, NF will have no problem turtling up while scouts sab and kill the other direction spawn points etc.

    But as the NF destroys these bases, it gets harder to attack. At the same time, as BE loses bases, they lose refs and NF gains refs but funnels all of the attack power to one point. Maybe by making the refineries uncappable by BE or something, this might work. but BE will be at a serious res flow disadvantage in the end.

    I wouldn't suggest there being more than 3 directions that the BE team can attack from or that the NF team has to destroy, and have all 3 directions completely separate from eachother.

    Think Y
     
  6. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

    Messages:
    2,512
    Likes Received:
    14
    Trophy Points:
    0
    how about remove the walls and slightly elevate the nf starting location, pertinent to balance?
     
  7. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    As long as the refineries are spread out like that for BE, it will be NF sided. Removing the walls only makes the map utterly pointless. Elevating it will cause issues with the speed at which the BE can attack, as they will be much slower uphill. NF will be very quick to move out downhill, creating effective rushes. I also see VF blocking as a possible issue. Drive a jeep into the base you are attacking and park in the VF, stop vehicles at that base for 30~ seconds. Kill base.

    An open field will not work with this type of scenario no matter how you roll it. Y shape 3 way assault on a singular base MAY work, but it may not. Turning it into an escort style map could also yield some interesting results, but I don't think it will be fun more than once this way, as the gameplay will always turn out the same.

    Overall, the concept is very limiting in what can and can't be done imo. The map is already set. It would be like playing the last 10 minutes of a game, except starting with no research.
     
  8. TheLiberalElitist

    TheLiberalElitist Member

    Messages:
    627
    Likes Received:
    4
    Trophy Points:
    0
    I will end up moving the refineries to the corners of the map.

    My hope is a good Brenodi commander will split his team up and attack from all directions, forcing the NF to either turtle which would be disastrous for NF and they would end up losing. Players on NF as well as there Commander would find turtling a waste because most team are not coordinated enough to effectively guard all four entrances. What I hope to see is NF pushing out like crazy so BE would have no time to rest, not knowing which base is going to get attacked next.

    The whole Idea is I want the NF team to feel the desperation that they are surrounded by the enemy and the only way to win is to coordinate your attacks, and push them back.
     
    Last edited: Feb 4, 2011
  9. Deadpool

    Deadpool SVETLANNNAAAAAA

    Messages:
    2,246
    Likes Received:
    0
    Trophy Points:
    0
    ohgoddonotwant
     
  10. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    scrap the refs, just give both factions some fixed income, maybe bound to how many buildings they own (like 1res/perplaced building). make it a no comm map, similar to cmdr_canyon and you should be fine ...
     
  11. Deadpool

    Deadpool SVETLANNNAAAAAA

    Messages:
    2,246
    Likes Received:
    0
    Trophy Points:
    0
    or put your energies into something that wont be the new worst map in empires?
     
  12. Varbles

    Varbles Simply Maptastic. Staff Member

    Messages:
    2,093
    Likes Received:
    26
    Trophy Points:
    0
    I'm not going to lie, this looks completely retarded.
    Empires has amazing potential for interesting and innovative gameplay designs in maps, and this design not only fails to take advantage of any of that potential, but it's also a slap in the face to other maps that have had serious thought put into their designs. Seriously, this is like an orange map for empires, but a thousand times worse.

    Extra points if you don't bother to give it a theme or make it look mildly realistic or interesting. In fact, why use textures or props at all? They'll only take up extra resources in this already unoptimizable map design.
     
  13. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    Constructive criticism or gtfo.

    As much as "make the guy feel like a dumbass dipshit" is the theme of the rest of the forums, how bout we try and not be dicks in the mapping forums.

    The concept is not completely off. Escort has a similar design theory behind it, but it is designed much more linearly and with much more focus from one area to the next. 2 things that could change the basic concept of the map into an open fuck the NF up the ass fest into somewhat of an enjoyable scramble.
     
  14. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

    Messages:
    2,512
    Likes Received:
    14
    Trophy Points:
    0
    it depends on how big the inner area is. it actually wouldn't be that hard to dfend center.
     
  15. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
    Once one team has arty, yes, it would be.
     
  16. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

    Messages:
    2,512
    Likes Received:
    14
    Trophy Points:
    0
    disable arty, keep the refs split out, and give be like a bio scud launcher thing that kills all tanks and infantry in middle, and can be fired like once every 5 minutes or so.
     
  17. harryhoot1

    harryhoot1 Member

    Messages:
    663
    Likes Received:
    0
    Trophy Points:
    0
    can I help with this map?
     
  18. TheLiberalElitist

    TheLiberalElitist Member

    Messages:
    627
    Likes Received:
    4
    Trophy Points:
    0
    It is not the worst map, maybe the least thought out, but worst, I can think of worst maps.
     
  19. Juice

    Juice Member

    Messages:
    98
    Likes Received:
    0
    Trophy Points:
    0
    *cough* emp_money *cough*
     
  20. Deadpool

    Deadpool SVETLANNNAAAAAA

    Messages:
    2,246
    Likes Received:
    0
    Trophy Points:
    0
    I thought that was pretty constructive actually

    Please dear god, if you want to make a map, put even more thought into the design than into the building of it. I have a bunch of map drawrings that could be done entirely with whats it called -- not brushes.

    you have to think of the noobs, they gravitate to this shit, as a responsible non noob you should try to prevent that.

    here make this, its simple yet meaty, and all displacements, sink your teeth in:
    [​IMG]
     
    Last edited: Feb 5, 2011

Share This Page