Introduction Hi. I did some thinking and some sketching and came up with a idea for a new map. The difference between this map and most current flood maps is that it isn't 100% open, so it's ment to add another dimension on the gameplay of making people have to drive their boats around. Idea Alright so this is the sketch. The idea is that its underground sewers, with the corners and center having cutout holes so you get some sunlight in. During build, everybody spawns in the center block. Here people can start building if they want, or they can go into one of 4 portals to get into the private areas, the corners. These, like on current map, will get locked whenever someone enters and unlocked whenever someone leaves, so they're entirely private. Also during build, you will not be able to go further than the forcefields with your boat. When fight starts, water will rise like normal, forcefields will turn off and the fight may begin. The map looks perhaps abit small, but the center area will be perhaps abit smaller than what the current map is, so there will still be a large battlezone there.
Very nice concept idea for a Flood map! After observing the current layout several times, though, I think it would also be a good idea to incorporate water currents into the sewer corridors. The currents contained in the corridors and T-junctions could exhibit directional fluctuations, and sometimes they might subside altogether for a period of time. Implementing this would help prevent stalemates, as players would always be on the move.
It's a great concept, and I'd love a system that allowed for you to vote for a map change so that we could have this and canal. But the only problem that I can see is the fact that many players have absolutely no way of moving around, they don't have thrusters, motors, or harpoons. Would all players be given a way to do this specifically on this map?
As you've stated this map would clearly be oriented around the use of mobility, and so naturally if we were to carry out this concept players would receive more efficient means of mobility. For example maybe the motors would be made free and buffed/altered, extinguishers would have the nerf altered or removed, and harpoons would become more useful and/or have their ammo raised. Those are only examples but are the obvious routes we would take to compensate for the map change. The points I've mentioned are all good reasons it would be hard to ever have a 'map voting' or mapcycle system in the Flood without having multiple configurations which would ultimately confuse the average player.
Ah ha... Never noticed this thread... This seems really easy to do and Ill see to it when Im done with dawsons "Horror Tower" Idea.
How about a periodical change between each map? For example 15 rounds on each map, or have each server run a different map? For example #1 would always run canal, and #2 would always run sewers.
Nice to have someone creating some early concepts for us, so I can only encourage you. Though I will say our standards are set quite high when it comes to creating a new Flood map. It's not creating a vote or mapcycle system that would be the issue, but it's the fact that all players would be introduced to a jarring change of configurations between the two.
It will be up to your standards and maybe above. I am a lot more creative/inspired then I was with my previous maps.
I'm glad to hear that and eager to see what you can put together for us! We're always encouraging creativity and new concepts.
Nice work on the sewer layout. I can't wait to see the final product once it's been smoothed out all the way. To get the boats moving more easily around the arena, are you planning on incorporating a water current system of any shape or form?
As Donk mentioned the pipe is quite large are the grate is quite far so that's probably why you perceive it that way. Some sort of water flow might be nice. Donkie has also been working on a water mesh that can provide features that might go great with that sort of idea.
Not to sound pushy or anything, just wondering if there are any updates on this? Once it's finished I have an idea for a map as well.