Hazard map brainstorming. Think of the most hazardous hazard you can. (Guys, Dis Is Bad A** S***.)
#51
Posté 25 octobre 2012 - 09:21
The Yahg homeworld during mating season.
A map in which you had to pleasure a platoon of Turians with absolutely no lubricant.
A Krogan Daycare, and they all have a heavy melee.
And one serious one:
Being on a Rannoch map whilst a Reaper is ravaging the planet not far away, occasionally shooting a beam across the map.
#52
Posté 25 octobre 2012 - 09:23
Persona RED wrote...
A map with Legos all over the ground.
The Yahg homeworld during mating season.
A map in which you had to pleasure a platoon of Turians with absolutely no lubricant.
A Krogan Daycare, and they all have a heavy melee.
By the spirits, make it happen Bioware.
#53
Posté 25 octobre 2012 - 09:24
The game would be unplayable!Persona RED wrote...
A map with Legos all over the ground.
Modifié par 3XT3RM1N4TUS, 25 octobre 2012 - 09:24 .
#54
Posté 25 octobre 2012 - 09:25
Rokayt wrote...
Rio: The Crates doors close, and massive carrier ships bearing the WalMart Logo pick up the crates and fly off to ????, instantly booting the players inside of the crates at the time.
#55
Posté 25 octobre 2012 - 09:28
Bryan Johnson wrote...
Enemies would not spawn all together in 1 place, they would come down from the sky like the brutes do in sp right next to the player
My only thoughts would be "Oh crap! A brute!"
#56
Posté 25 octobre 2012 - 09:32
Bryan Johnson wrote...
Rokayt wrote...
Bryan Johnson wrote...
Enemies would not spawn all together in 1 place, they would come down from the sky like the brutes do in sp right next to the player
Theif! You have violated the law.
Fine then, take Firebase London make the hack always in the middle of the map, and double its duration. Also the extraction zone is moved to that spot as well.
Thats just evil.
#57
Posté 25 octobre 2012 - 09:40
In addition, the map grows more demonic, developing an art style similar to Diablo II..
When all the Receivers are destroyed, The big red himself spawns, with his red lightning attack in its un-nerfed state, and the ability to randomly cause the players screens to go black..............................................................................................................................
#58
Posté 25 octobre 2012 - 09:40
Reaper beams
Actualy collector swarms that, instead of just going around the map, chases the player who must make it to a safe room in time before the doors shut (like the reactor hazard, but you WANT to be inside)
Finally, Volus rolling down stairs and ramps like bowling balls, incapping anyone in their way.
#59
Posté 25 octobre 2012 - 09:40
That wouldn't be noticeably harder than the regular Mako driving in ME1.Bryan Johnson wrote...
A map where you have to drive the mako through an obstacle course (where the sides are mines), and each player controls a wheel
#60
Posté 25 octobre 2012 - 09:47
Firebase Jade: after the devastation of the Cerberus raid, all the consoles on the map have a field effect of sparking and draining shields from time to time. This is forshown by a sudden burst of obscuring smoke from the consoles, and then the electric burst effects kick in.
Firebase Goddess: Interior lighting flickers off for minutes as power cuts out, but the setting sun provides (just) enough light to see by as it shines in from the outside, making plenty of hidey holes for enemies to spawn unseen. <Banshee scream>! This would also showcase the various beautiful priming effects of the various powers (biotics, tech, fire, etc) as they would have their illumination effect become a light source.
Firebase Vancouver: the building below the rooftop is on fire, causing billowing smoke to cascade out the farious air vents on the roof and drift across the battlefield. Occasionally sections of roof would become too hot (with a visible fire effect) and cause damage to players draining shields and eventually damaging health when they cross those zones. These zones would be cooled again by non-damaging rain that is lightly falling, with sizzling clouds of steam produced.
Firebase London: sections of adjacent buildings spawn snipers in windows or ledges (Nemesis, Marauders, Rocket troopers, or Collector Captains) that are not part of the regular wave budget. They would persist through actual wave completion much the same way swarmers, drones and swarms do, but still count towards kill counts, etc.
Firebase Rio: the complex has begun to collapse down the side of the river dam, causing the whole level to be played on a tilt. Movement "up" the tilted sections of map would recieve a small but noticable movement speed penalty, but movement "down" the tilt would receive a corresponding bonus.
#61
Posté 25 octobre 2012 - 09:54
#62
Posté 25 octobre 2012 - 09:54
#63
Posté 25 octobre 2012 - 09:59
#64
Posté 25 octobre 2012 - 10:00
Reaganstorme wrote...
Firebase Vancouver: the building below the rooftop is on fire, causing billowing smoke to cascade out the farious air vents on the roof and drift across the battlefield. Occasionally sections of roof would become too hot (with a visible fire effect) and cause damage to players draining shields and eventually damaging health when they cross those zones. These zones would be cooled again by non-damaging rain that is lightly falling, with sizzling clouds of steam produced.
I like this one a lot. But I would just make it so the smoke limits visibility, crawling over the roof like...well like the smoke
#65
Posté 25 octobre 2012 - 10:03
Massive eyeballs spawn out of nowhere and start sucking you in, if you touch one, you die instantly.
Other massive eyeballs spawn as well, to shoot crates at you rapidly to stagger you.
#66
Posté 25 octobre 2012 - 10:04
Modifié par ThatGuyThatPlaysThisGame, 25 octobre 2012 - 10:05 .
#67
Posté 25 octobre 2012 - 10:13
Hazard? No admittance to banshees, brutes and the likes, but there's always the little folk at the door. Nothing a good bouncer can't handle.
No, it's just very comfy there and you can look at the scenery, sip your Mojito and chill out a bit as long as the bouncer handles the thing allright.
Things would become ugly otherwise.
#68
Posté 25 octobre 2012 - 10:16
#69
Posté 25 octobre 2012 - 10:18
#70
Posté 25 octobre 2012 - 10:20
Firebase Rio - Lots and lots of falling debris from ships that were shot down by the two cannons. Debris would do a tremendous amount of damage if you get hit.
Firebase Vancouver - High winds continuously push players and enemies out of cover.
#71
Posté 25 octobre 2012 - 10:29
Bryan Johnson wrote...
A map where you have to drive the mako through an obstacle course (where the sides are mines), and each player controls a wheel
When i read that my brain instantly converted it into this format inside my head.
http://www.quickmeme.com/meme/3rhz89/
#72
Posté 25 octobre 2012 - 10:31
#73
Posté 25 octobre 2012 - 10:32
3XT3RM1N4TUS wrote...
Still easier than ME1 Mako driving with a controller.Bryan Johnson wrote...
A map where you have to drive the mako through an obstacle course (where the sides are mines), and each player controls a wheel
Mako was the bomb. Hits like a truck, takes more pounding than a w**** in the red light district of Amsterdam, it's basically a glider if you tap the booster butto in mid flight. Also, it climbs pretty steep slopes. I made that Mako DANCE I was so good at it. ME4 needs to bring it back in a pvp minigame, I would dominate anyone. In fact if I could I'd challenge a Dev in a 1 v 1 Mako battle to the death.
#74
Posté 25 octobre 2012 - 10:35
Modifié par Rapidfire Widow, 25 octobre 2012 - 10:38 .
#75
Posté 25 octobre 2012 - 10:36
An English Gamer wrote...
Hydras damn would burst causing a tidal wave that you must surf in order to out-score the enemies.
Be careful though. Dat Atlas has mad surfin' skills like you wouldn't believe!
Surf it ala Escape from L.A. style? Anyway, Jade would have a really bad hurricane and if caught in the wrong spot on the map, you can get swept off the map and die. Dangerous winds and heavy rain will persist throughout the map. The only enemies that can't be picked up are armored targets.





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