Get in the Hog if you want to live!

 
User avatar
MrGreenWithAGun
Passenger Wheelman
Passenger Wheelman
Posts: 45
Joined: Wed Nov 23, 2011 6:38 pm
Gamertag: MrGreenWithAGun
Location: Oahu
Contact:

Invasion: Containment (Breakneck)

Fri Feb 10, 2012 6:22 pm

MAP: Containment version D


Elites move from shore to Construction Tower. They take control of the bunkers in Tier 1, and in the process take spoils of war from the weapons caches. They move up to the third floor of the Construction Tower to cut the power to the Core Vault. The Core Vault opens exposing the Core to take to the extraction site.

Fly through video



UPDATE: After forging through this with Burning1nWater, I decided to implement an alternate path I had been contemplating off shore below the street level. It not only gives the Alpha Invaders another path, it is now their primary path on spawn. You can jump up any time, but at the objective I have a small crate to help players who may feel intimidated by the jump. I also replaced the man cannon with a grav lift closer to the construction tower to make it further walk and to add sound when used as an audible alert for those on the catwalk. All of these changes are in version D. I have not updated all the pics / videos. But I added a pic of the water walk way.


Photo Album
Last edited by MrGreenWithAGun on Sat Feb 02, 2013 12:59 pm, edited 7 times in total.
 
User avatar
brickfungus
Role Unknown
Role Unknown
Posts: 4262
Joined: Tue Mar 25, 2008 9:43 am
Title: Owner
Gamertag: HWM BrickFungus
Location: Denver, CO
Contact:

Re: Invasion: Containment (Breakneck)

Fri Feb 10, 2012 6:39 pm

do you get to drive the hog indoors?
Image
THIS SHOULDN'T BE HERE

I'M A LEGEND IN MY SPARE TIME
 
User avatar
MrGreenWithAGun
Passenger Wheelman
Passenger Wheelman
Posts: 45
Joined: Wed Nov 23, 2011 6:38 pm
Gamertag: MrGreenWithAGun
Location: Oahu
Contact:

Re: Invasion: Containment (Breakneck)

Fri Feb 10, 2012 6:48 pm

only if you can get it indoors.
 
Burning1nWater
Passenger Wheelman
Passenger Wheelman
Posts: 11
Joined: Sat Dec 17, 2011 10:37 pm
Gamertag: Burning1nWater

Re: Invasion: Containment (Breakneck)

Fri Feb 10, 2012 11:52 pm

Just ran through this with green. We need to get some tests on it to do the map some justice. His hard work and thought can only go so far without testing.
 
User avatar
DOM
Legendary Gunner
Legendary Gunner
Posts: 2847
Joined: Sun Jan 11, 2009 12:15 am
Gamertag: HWM DOMIN8
Location: Oregon
Contact:

Re: Invasion: Containment (Breakneck)

Sat Feb 11, 2012 1:04 am

This looks interesting.

I'm all for using existing maps for Invasion if they play well. :)
Retired Admin (even though current "leadership" doesn't acknowledge it.)
Image
 
User avatar
MrGreenWithAGun
Passenger Wheelman
Passenger Wheelman
Posts: 45
Joined: Wed Nov 23, 2011 6:38 pm
Gamertag: MrGreenWithAGun
Location: Oahu
Contact:

Re: Invasion: Containment (Breakneck)

Sat Feb 11, 2012 1:57 am

I have just finished this first draft this week, really the last day or so. I have yet to play any game on this map. It is difficult to find people who know how to play and critique Invasion and who can play on Hawaii time and who have the CEA maps. And really I want HWM to test this map, to tell you the truth about it.

My goal for this map is to demonstrate that the constraints imposed upon the forger by the canvas and the canvas palette can be mitigated intelligently to create a decent Invasion experience. I am hoping that a few games on this map by HWM will lead to that conclusion, even if the current map has issues that are generic level design issues.
 
User avatar
Yozi
Gunner
Gunner
Posts: 876
Joined: Thu Aug 28, 2008 8:24 pm
Gamertag: HWM Yozi
Location: Sweden

Re: Invasion: Containment (Breakneck)

Sat Feb 11, 2012 2:13 am

Weapons spawning on top of each other? When is that ever a good idea? If anything I'd have the weapons "standing up" with some distance between them inside a cabinet instead. Would make T1 Alpha less awkward to contest as well.
Image
 
User avatar
MrGreenWithAGun
Passenger Wheelman
Passenger Wheelman
Posts: 45
Joined: Wed Nov 23, 2011 6:38 pm
Gamertag: MrGreenWithAGun
Location: Oahu
Contact:

Re: Invasion: Containment (Breakneck)

Sat Feb 11, 2012 2:27 am

I am open to suggestions. I was just trying to make the caches valuable to capture so that it had true cohesion with the story that backs the map. I could dumb it all down to a shot gun in Alpha1 and a grenade launcher in Bravo1, both with no spares.

It never occurred to me that weapons spawning on each other was an issue. I sort of thought it like Invasion Slayer. Those weapons drop on each other.

When you say less awkward, do you mean the shape and orientation of the cache itself?
 
User avatar
Gorillars
Heroic Hog Specialist
Heroic Hog Specialist
Posts: 2120
Joined: Thu Jun 17, 2010 8:35 am
Gamertag: HWM Gorillars
Location: DEUTSCHLAND!
Contact:

Re: Invasion: Containment (Breakneck)

Sun Feb 12, 2012 10:39 am

MrGreenWithAGun wrote:
I sort of thought it like Invasion Slayer.

I think we found the problem :D
 
User avatar
MrGreenWithAGun
Passenger Wheelman
Passenger Wheelman
Posts: 45
Joined: Wed Nov 23, 2011 6:38 pm
Gamertag: MrGreenWithAGun
Location: Oahu
Contact:

Re: Invasion: Containment (Breakneck)

Mon Feb 13, 2012 11:31 pm

For those who played this map last weekend, if you could help me understand the problems that my map presented, it can help me see things from other people's perspective and become a better forger.

I realize now that the core vault was a bad idea; that the man cannon built into the canvas was not the best means for the middle team to move about; I need to move the Tier 1 Bravo spawn further from the shore to get them to move around the building or through it; and the weapons cache was not the best idea for objectives. I can see this much from looking at the film.

What would help are insight into things I don't see in the film, things the rest of you saw. If you could please identify some problems with the way the game played, it can help me look for those things in the future.

Thanks.
 
User avatar
Sarge
Wheelman
Wheelman
Posts: 8474
Joined: Fri Mar 13, 2009 6:00 pm
Title: Retired Admin
Gamertag: HWM Sarge
Tumblr: bengiyo
Location: New Orleans
Contact:

Re: Invasion: Containment (Breakneck)

Tue Feb 14, 2012 4:12 pm

I just don't think Breakneck itself can support Invasion. Beyond the lack of territory sirens, the map terrain does not allow for dynamic play between the territories at Tier 1. There's no pushing up to keep spawning in. Additionally, giving the Elites Spartan weaponry to destroy the Spartans is a bit much. The flip side is Spartans allowing Elites to cap to steal the weapons from them and then poop on the Elites.

Breakneck just has too much verticality, too many tight spaces, and is too small for Invasion. I do not think it can work, even if the gametype functioned properly and the sirens went off. I can't even provide extensive feedback because I found nothing promising about this map.
Image
1/2 of the BR Leech Octagon Hall of Fame

Who is online

Users browsing this forum: No registered users and 2 guests
GZIP: Off