FULL RP Name(s): A: E9 Engineering Associate Lavender
Discord Username: A: legogonkdroid.
Steam ID: A: 76561198040363674
Workshop Link: (If applicable) A:
What is your suggestion?
INTRODUCTION
I have another map idea. Just like the previous one, this one has two separate levels. Above the ground is a frozen wasteland devoid of life. Below the ground is a mazelike network of tunnels. Like my last idea, this is primarily to separate vehicle and infantry combat from one another. Most of the fighting will go on in the tunnels, where combat is either split second close-quarters, or gruelling trench warfare.
TRANSPORTATION
With no way to get vehicles underground, the most efficient mode of transport is via railcar. Below is the combine railcar. It's heavily armored and has a capacity of 15, being optimized for assaulting heavily fortified positions. The rebel railcar is much smaller, unarmored, and has a capacity of 7. Despite this, it's much faster than the combine railcar and capable of making several trips before the combine version has even reached its destination once. This means that the rebel railcar can easily be sent back for supplies mid-fight To prevent traffic jams, both cars can be quickly scrapped.
The harsh terrain and freezing winds inflict a movement speed debuff on anyone unfortunate enough to find themselves on the surface. The following classes are trained to navigate such environments and are immune to the effects: Recon, Sniper, Spectre, Assassin, CROSS, MACE, ASSASSIN. Everyone else is shit outta luck, so bundle up and consider hitching a ride next time. Flying is very risky due to the extreme wind speed and thick fog, so travel by helicopter is ill-advised. Sorry, not sorry FOXTROT.
POINTS
Most of the capture points on the map are placed strategically at stations in the metro, since they're what connects all the tunnels. Having an Engineer or Grid in your squad will be absolutely vital, as they can transform the empty stations into defendable positions. Attacking these positions is a whole different story though. You're gonna have to get creative. Eventually though, both teams will have to venture to the surface to capture the few points above ground. This one is at the top of a skyscraper, where a helicopter has crashed. See what happens when you try and fly under a blizzard?
END NOTE
Heres a note for devs. Most of the surface buildings don't need to have interiors. The surface should more or less be a collection of wide hallways. The persistent fog combined with the relatively performance-light surface geometry means the metro can receive more attention from a technical standpoint. This is great, since the metro was already the main focus of the map.
You may be curious as to WHY exactly I decided to spend three hours describing a map that doesn't even exist, for a niche game community? What would drive someone to put so much effort into such a thing? Passion maybe? Boredom?
You could likely edit this map
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2877193752][/url]
or any other MetroRP map with a surface to achieve this quite easily.
A: E9 Engineering Associate Lavender
Discord Username:
A: legogonkdroid.
Steam ID:
A: 76561198040363674
Workshop Link: (If applicable)
A:
What is your suggestion?
INTRODUCTION
I have another map idea. Just like the previous one, this one has two separate levels. Above the ground is a frozen wasteland devoid of life. Below the ground is a mazelike network of tunnels. Like my last idea, this is primarily to separate vehicle and infantry combat from one another.
Most of the fighting will go on in the tunnels, where combat is either split second close-quarters, or gruelling trench warfare.
TRANSPORTATION
With no way to get vehicles underground, the most efficient mode of transport is via railcar.
Below is the combine railcar. It's heavily armored and has a capacity of 15, being optimized for assaulting heavily fortified positions.
The rebel railcar is much smaller, unarmored, and has a capacity of 7. Despite this, it's much faster than the combine railcar and capable of making several trips before the combine version has even reached its destination once. This means that the rebel railcar can easily be sent back for supplies mid-fight
To prevent traffic jams, both cars can be quickly scrapped.
The harsh terrain and freezing winds inflict a movement speed debuff on anyone unfortunate enough to find themselves on the surface. The following classes are trained to navigate such environments and are immune to the effects: Recon, Sniper, Spectre, Assassin, CROSS, MACE, ASSASSIN. Everyone else is shit outta luck, so bundle up and consider hitching a ride next time. Flying is very risky due to the extreme wind speed and thick fog, so travel by helicopter is ill-advised. Sorry, not sorry FOXTROT.
POINTS
Most of the capture points on the map are placed strategically at stations in the metro, since they're what connects all the tunnels. Having an Engineer or Grid in your squad will be absolutely vital, as they can transform the empty stations into defendable positions.
Attacking these positions is a whole different story though. You're gonna have to get creative.
Eventually though, both teams will have to venture to the surface to capture the few points above ground. This one is at the top of a skyscraper, where a helicopter has crashed. See what happens when you try and fly under a blizzard?
END NOTE
Heres a note for devs. Most of the surface buildings don't need to have interiors. The surface should more or less be a collection of wide hallways. The persistent fog combined with the relatively performance-light surface geometry means the metro can receive more attention from a technical standpoint. This is great, since the metro was already the main focus of the map.
You may be curious as to WHY exactly I decided to spend three hours describing a map that doesn't even exist, for a niche game community? What would drive someone to put so much effort into such a thing? Passion maybe? Boredom?
Autism. I have high-functioning autism.
+1
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2877193752][/url]
or any other MetroRP map with a surface to achieve this quite easily.