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Hazard map brainstorming. Think of the most hazardous hazard you can. (Guys, Dis Is Bad A** S***.)


189 réponses à ce sujet

#176
JotunnVII

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Glacier: A VI programed to operate sterilization procedures has malfunctioned due to recent combat. Certain areas of the map will be randomly locked down and sterilized(by either heat, gas, or stationary turrets). Alarms will be raised in the areas that will be locked down and players can override the lock down by accessing panels in the vicinity of the lock down. If trapped, enemies will be killed and players will be slowly downed and eventually killed unless rescued by teammates.

Ghost: Large stockpiles of mechs and alliance drones have been activated and have gone haywire attacking colonists, Cerberus personnel, Alliance forces, and anything else that moves. Enemy appearances will be based on difficulty level:

-Bronze: LOKI Mechs w/ low chance of Alliance Assault Drones. LOKI mechs have a chance to commit suicide when health is low by charging at either the player or an enemy and exploding.

-Silver: LOKI and FENRIS Mechs w/ medium chance of Assault Drones. FENRIS mechs have a chance to malfunction and explode when heavily damaged(they simply fall over rather than moving towards enemies or players).

-Gold: LOKI, FENRIS, and YMIR Mechs w/ high chance of Assault and Rocket Drones. LOKI mechs will now favor targeting players to commit suicide rather than enemies.

-Platinum: All of the above have an equal chance of appearing.

I would feel that the mechs would randomly appear either individually or in packs of 2-6 per wave and not affected by difficulty. Alliance drones would either appear individually or in pairs to primarily assist mechs. The assortment and number of each type of mech/drone would change per wave as well. The goal is not to make them an entriley new enemy faction but a conistintly changing and randomized hazard in addition to the existing enemy factions.

White/Glacier/Ghost: Cerberus prototype shield and barrier generators have been brought online but due to their hasty instillation, they are assisting all enemy forces close enough to them. Intel also suggests they are based on new reaper tech, so Command has advised Alliance forces to avoid all contact with them as they may hamper or even shutdown our equipment based on cerberus test trials.

Modifié par JotunnVII, 29 octobre 2012 - 09:52 .


#177
Lord_Frostwind

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Terrapin wrote...

Reaper Indoctrination Device Hazard

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.


Ooh I like this one!

Also

Giant: Orbital strike - Still night, but occassionally, those ships the big guns are firing at will fire back. The area about to be hit will only appear if someone is in the control room and presses the button. If you're in targeted area you die.

Condor: Crashed Warship - A turian ship has crashed near the site, and the damaged drive core is sending energy waves out that knocks out shields and reset ability cooldown.

Rio: Soccer Riot (JK, I like the enemy harvester airstrike idea)

Goddess: Inferno - I'm sure you can figure this one out.

#178
lord of dahorde

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Firebase Vancouver, parts of the map actually collapse.

#179
Iron Star

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Rio: Thunderstorm, lots of rain and thunder. The lightnings strike randomly across the map, stealing the shields/ barriers of those it hits. If the lightning hits one of all the barrels that's on the map it causes a fire explosion, only 3x bigger than normal. lightning and fire explosions damages both players and NPC's within proximity.

Godess: red sand clouds placed on three-four spots on the map, everyone who steps in them get a DOT effect that stacks depending on how long you stand in the cloud. Biotics gain increased power damage aswell while standing in the clouds. Affects both enemies and players. (think of those red clouds during samara's joining mission in ME2, it's the same effects)

Modifié par Get fired up, 29 octobre 2012 - 09:51 .


#180
.458

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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 :P


I like it. Just don't make it a part-time map.

Another thing that would be fun is if the maps had hazards as layers, so you could do something like pick FB Dagger and add the layer for dust storm, or add a layer for acid rain that currently only works on FB Ghost (I miss this map! Two maps are not enough!).

One hazard I'd like to see that many have mentioned is that it should be night...really truly night, with vision severely cut. Not the watered down FB Giant, not the watered down FB White. Something to make those thermal scopes really good. And maybe night vision gear.

#181
AlmightyMudcrab

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Firebase Giant. A thresher maw breaks through a random portion of the map and kills everything in the vicinity. It will then leave that portion of the map unreachable/destroyed. Pretty sure this can't happen but would cool none the less

#182
Wingheaven7

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Hastrom. Burning sunlight, kills shields and if you're in the rays for say 20 seconds straight you die. No revives. Effects all enemies too.

Tuchunka. Radiation zone. Giger counter sound effects in hot areas that cause immediate damage to health ignoring shields completely. Death from this is not revivable.

Surkesh science base, escaped yagg and varren randomly appear, attack anything, enemies included, then retreat.

Collector base or something like it. Continuous swarms that cause shields to regenerate slower and take longer to start regenerating. Also steam venting that causes damage

Reaper ship or something with a reaper artifact. Causes all players to see hallucinations that attack them. If the hallucinations are not avoided player takes very light damage. keeps shields from regenerating and slows down power uses by 50% for 10 seconds(lack of focus, mental stress). Hallucinations are of regular enemy types, but from a different faction that what the player is fighting. Fighting geth?, then hallucination is a reaper banshee etc. etc.

#183
.458

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husselbeotch wrote...

Firebase Giant. A thresher maw breaks through a random portion of the map and kills everything in the vicinity. It will then leave that portion of the map unreachable/destroyed. Pretty sure this can't happen but would cool none the less


Speaking of thresher maws, how about this: The dark tunnels under the Krogan home world, with live thresher maws :devil: And they eat both sides!

#184
drgSebi

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Reapers actually appearing on all the maps, shooting the laz0rz at players. 1 Reapers would appear during a silver match, 2 during gold, 3 during platinum, none during bronze.

#185
Uh Cold

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Hazard London
Regardless of the faction you fight reapers will now drop from the sky, just like in single player and mix with the enemy adding to the total enemies able to be on the field at once.
Wave 10 will always be a middle hack and during extraction the enemies will be dropping from the sky just next to extraction.

Hazard Rio
The tide will get so strong it will sometimes overflow the railing and stagger anyone it hits, enemy or player.

Hazard Condor
Turian ships are being blown out of the sky during the fight against the reapers and debris falls onto the moon causing damage to anything it hits.

Modifié par Uh Cold, 29 octobre 2012 - 11:46 .


#186
MacGarrus

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All the enemies are replaced with Heaven Smiles.

#187
Der Ivan91

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hazard Hydra:
make it rain, make it rain a lot (storm plz), the lower section is slightly flooded and the heavy rain greatly reduces the damage of ANY overload ability (ranging from the sparks coming from the C-drone over electric slash right over to the disruptor ammo)...
Furthermore, the flooding cuts your movement speed in half and the storm causes ALL weapons to be a lot less inaccurate and don't forget to make the lightning REALLY bright and startling

Additionally, maybe some Piranhas in the lower section ;)
And ontop of all the Ezero core at the back of the map overloads at some time (similar to the "Reactor" map hazard) and kills off anyone inside.
and not to forget, additional invidible enemies during objectives ;)

#188
Agugaboo

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Jade:
Yahg Stampedes
Rio:
Hurricane force winds pushing you + scope around.
Condor:
A turian cruiser has broken up and is falling to the moon. debris explodes and gives fire damage to every thing in a 5 meter radiius. As the mission progresses, chunks increase in frequency. If the mission is not completed in 20 minutes, the remains of the engine crash and detonate, instakilling everyone and ending the mission
Giant:
Thresher Maw
Goddess:
night time. no light inside. banshees spawn at landing pad in pairs, 4 times a round in addition to regular spawns, regardless of enemy faction
London:
Same as the part of the London mission in SP, where the Reaper intermittently shoots a laser through the street.

#189
WolfStar84

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Once per wave a random player gets 1 Chuck Norris to throw at the enemy who immediately begins to kick the shiznit out of everything

#190
Archontor

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pp1107 wrote...

Any map.

You can hear whispers:

"... I am the Catalyst..."

"... Synthesis..."


That would be more of a hazard for the developers than the players. :happy: