Idea for a map (hear me out bro)


Lavender  Member 22 Mar 24 at 8:12am
#1
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A: E9 Engineering Associate Lavender


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A: legogonkdroid.


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What is your suggestion?
I have an idea for a map. I'm not great with the hammer editor, nor am i a skilled artist, so i just whipped something together in gmod singleplayer.


[Image: t8N3CKw7FPp-TYorun3wiRKMTixHcig_3OmqBf6y...2mqibRNZb8]
BEHOLD! It's akin to a 6th grade nature diorama, but hopefully it'll get my point across. Please note that this is just a proof of concept, and absolutely NOT a representation of a playable map. I mean look at the damn thing.
[Image: 2Mue6atsN8svFfKzhkNHfBOhnmdE0i22LzghJE8i...4vlak7wklE]
So to begin, the map is divided into two sections The shoreline, which is for the most part flat terrain broken up by sparse boulders. And the cliff edge, which is a combination of rough terrain, underground passages, and collapsed buildings. 
The reason for this, is to separate vehicle and infantry combat, without breaking immersion. The shore is the only place where combat vehicles are allowed. Not only does satisfy both parties by giving them their own distinct warzone, but it hopefully offers a more balanced approach at infantry and vehicle combat. Obviously, vehicles will always be more powerful than infantrymen, but now the latter gets elevated areas to retreat to, such as large rocks and dockyards, where ground vehicles (with the exception of striders?) cant reach or shoot.
[Image: an-S7MG4VMo9PqlO_pS3VZbA7VzbWIDCW2MhuUIO...btxaYx_H4k]
[Image: SAwrmuTggDwVyTkVCsQc9bS2Zk7njLlek4UzAbqN...q7oE5RL3dc]
The only thing that ground units who find themselves on the shore have to worry about is aerial vehicles. Speaking of which, how do you keep vehicles from crossing over onto the cliff area? Well, for ground vehicles, gravity. For air vehicles its more complicated. You could just put an invisible barrier up, but that's just not very immersive.
[Image: a9gjixeVvjXoxNIwyLhOQt5nueV3eLKVvk1xywhY...kRRs-DO-Is]
SAM TURRETS! Any vehicle that flies too high hits a trigger, which causes several SAM turrets to automatically target them, and OBLITERATE THEM! Now some things are still to be decided. For instance do the turrets target ALL flying vehicles or just hostile ones? And can the turret be controlled by one team, or is it entirely neutral? All these can be figured out later i guess.


Onto the next point, which is moving between both sides. The cliff face would ideally be scalable in several locations, similar to the level Surface Tension in the original Half Life. You don't actually SEE any here, because I couldn't figure out how to fucking model them. On top of that there are underground tunnels and elevators which lead to the surface.[Image: ZksiGyTbrwmwAWivKDJjGnImClenSag9-Fbz2ZUJ...-kQiprrjkg]
The tunnels are much safer than ascending or descending the cliff face, but take a while


Now both HQs are situated outside the combat areas with easy access to the shore, cliff, and underground tunnels.
[Image: zswDAChTldAhe2CMYGcMHyuFPO-39f8e_DC7ujiK...K6h1BDbp9o]


That wraps up about everything. Please provide questions or criticism or whatever. I don't expect this to be implemented in any way, I just wanted to share my cool idea for a two-tier map.
Penumbra, bee21, Dr. Sevoia And 4 others like this post
felix  Certified Gamemaster 22 Mar 24 at 6:18pm
#2
major huge gignatic +1 this is so bomb
Lavender likes this post
Destitute the :dab:  Chief Executive Officer VIP 22 Mar 24 at 6:53pm
#3
i swear first time i've ever seen someone make a concept for a map before suggesting one
Lavender likes this post
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