Hazard map brainstorming. Think of the most hazardous hazard you can. (Guys, Dis Is Bad A** S***.)
#101
Posté 25 octobre 2012 - 12:22
#102
Posté 25 octobre 2012 - 12:26
KetchupRUS wrote...
Rising water on RioForcing players to evacuate the lower levels of the map.
That would be quite brutal. Upper levels are only those suicidially open bridges
#103
Posté 25 octobre 2012 - 12:35
No, really. Bioware should totally do anything related to rogue AIs, it's a classic hazard environment from ME..
#104
Posté 25 octobre 2012 - 12:39
#105
Posté 25 octobre 2012 - 12:42
Wave 3, 6 and 10 will have 4 treshew maws along with normal enemies, and the objective will be to kill the threshew maws just like normal targets. Missiles doesn't instantly kill them.
#106
Posté 25 octobre 2012 - 12:43
Wave 3, 6 and 10 will have 4 treshew maws along with normal enemies (maybe substituting big bosses like banshees or primes), and the objective will be to kill the threshew maws just like normal targets. Missiles doesn't instantly kill them.
Sorry for double post
Modifié par Andreadg89, 25 octobre 2012 - 12:44 .
#107
Posté 25 octobre 2012 - 12:44
Rio - debris falling from space. Give players a targeting reticule showing where incoming debris will be landing so they can try to avoid it. Hurt enemies and allies alike.
Hydra - Switch to flood the lower courtyard section with water staggering then slowing anything in it. Make it hurricane season too with periodic lightning. Other switches around the map to bring up lightning rods. Areas struck will cause shields to immediately gate on enemies and allies.
Condor - Solar radiation, put the sun at a low angle to cast long shadows and make the sun deplete shields like in me2
Jade - Yahg/varren containment failure. They attack nearest ally or enemy. Also collapse a balcony or two to make a new path.
goddess - building collapse. Have the ceiling and parts of the building start falling down, let the player also shoot sections to bring them down on enemies for instant kills.
Vancouver - superstructure failure. Have the building start to lean and sway periodically. Have a few floors collapse once in a while too and everyone staggers. No actual damage though.
#108
Posté 25 octobre 2012 - 01:02
#109
Posté 25 octobre 2012 - 02:52
Reaper forces have emplaced Indoctrination Artifacts to aid in converting local populations. These artifacts cause rapid indoctrination effects. When a player comes within 20-30 meters, they start taking mild DOT, suffer reduced accuracy, slower movement speed, and increased cooldowns due to the mental effort required to resist the reapers. The artifacts also act as barrier generators for nearby enemies. These artifacts can be temporarily disabled through hacking them, but this only lasts for 30-60 seconds, after which they reactivate.
Husks spawn with all enemy factions on this hazard, as an addition to or apart from the normal spawn budget, a result of the local populace being affected by the artifacts.
The artifacts are located in the areas most commonly used for cover, forcing players to repeatedly hack the artifacts or go with a mobile team strategy.
#110
Posté 25 octobre 2012 - 03:06
Geth/Cerebus/Collector transport ships strafe the warzone while dropping proximity mines. Mines can also be tripped by their own forces.
#111
Posté 25 octobre 2012 - 04:00
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
hahahaha! that was awesome!
#112
Posté 25 octobre 2012 - 06:59
#113
Posté 25 octobre 2012 - 07:02
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.
How do you sleep at night? On a water bed of childrens tears!?
#114
Posté 25 octobre 2012 - 07:03
#115
Posté 25 octobre 2012 - 07:06
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
Now that sounds... Problematic.
#116
Posté 25 octobre 2012 - 07:11
meleander wrote...
I think aerial bombardment would be awesome.
But there's no time for that!
#117
Posté 25 octobre 2012 - 07:14
Basically, the RNG store with a vengeance.
#118
Posté 25 octobre 2012 - 07:15
#119
Posté 25 octobre 2012 - 07:18
#120
Posté 25 octobre 2012 - 07:25
ENEMY HARVESTER ABOVE!whalewhisker wrote...
A Harvester shooting from above!
#121
Posté 25 octobre 2012 - 07:29
#122
Posté 25 octobre 2012 - 07:32
DullahansXMark wrote...
meleander wrote...
I think aerial bombardment would be awesome.
But there's no time for that!
They made time.... After they got you on the ground.
#123
Posté 25 octobre 2012 - 07:42
Works for any map, best against Reapers or Collectors.
So the Doom Track becomes a countdown clock, extract before it hits zero or the mission is scrubbed.
And the Terror Track can begin to impose permanent debuffs on all players and reduce the effectiveness of consumables. As the Terror Track continues to fill out, there is an increasing limit to the number of enemies in play, at maximum Terror there is no limit.
And maps are played with a single player style low light mode, with flashlights.
Modifié par bob2.0, 25 octobre 2012 - 07:43 .
#124
Posté 25 octobre 2012 - 07:52
#125
Posté 25 octobre 2012 - 07:56





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