I am working on three maps right now, and I'd like the community's opinions on each of them. Screenshots will be uploaded once both projects get further in development. Here's my list of ideas and features for "Caverna" and "Residential."
Caverna (working title)
Setting: Desert canyon at midnight (lighted by flares fired from dropships throughout the map into the night sky)
Human base: Outpost at one end of the canyon, heavily influenced by Whiskey Outpost from Starship Troopers
Alien base: Underground network of caves and tunnels, approximately 60% of the map
Main battle areas: Underground caverns/tunnels, canyon surface, miniature outposts inside mountains
Key features:
Human beneficial:
-Human outpost has guard tower and parapets lining the walls
-Human outpost has a communications tent that can summon a dropship to fly in after 30 minutes of gameplay; ALL humans must enter the dropship to win the match after it is summoned by a button in the communications tent, if not, aliens kill the remaining humans and base to win the match
-Human outpost has a one-use tesla system that takes a working generator in the communications tent AND button activation to activate 1 minute after charging up. Anything that touches the field for the next 30 seconds is immediately killed
-Mountain bunkers have overwatch positions over most of the canyon, PERFECT MD camping spots at the firing slots
Alien beneficial:
-Default human base has a trapdoor that falls out PERMANENTLY when triggered by aliens in the tunnel beneath; PERFECT S3 flanking point for tyrants to come up directly into the heart of the human base, encourages humans to move base from default to alternate location
-Mountain bunkers and human base are easily flankable via tunnel system
-Tunnels open up into various parts of the canyon floor and walls, allowing aliens as large as a marauder to attack unsuspecting humans from above or below
-Tunnels open up into the sides of mountain bunkers and underneath human default base
-Human dropship can be destroyed by heavy alien attacks (tyrant slashes, dragoon pounces, dragoon barbs) and rendered unable to takeoff after landing (STILL IN IDEA FORM; NOT SET TO IMPLEMENT YET)
-Human dropship cannot be summoned if generator in communications tent is destroyed (STILL IN IDEA FORM; NOT SET TO IMPLEMENT YET)
-One-use tesla system cannot be used if generator is destroyed before or during the time in which it is activated (STILL IN IDEA FORM; NOT SET TO IMPLEMENT YET)
Project completion: ~20%
Human outpost fabricated
Mountain camps fabricated
Canyon general layout completed
Screenshots:
Hand drawing of map layoutResidential (working title)
Setting: Earth neighborhood at dusk
Human base: Undetermined
Alien base: Undetermined
Main battle areas: Residential homes, streets of the neighborhood
Key features:
-5 fully furnished houses; couches, lamps, TVs, even plumbing and ventilation for smaller aliens to get inside
-Ventilation systems inside each house to move from room to room as a dretch
-Underground pipelines linking the houses together, can crawl up through toilets, sinks, and bathtubs
-Streetlights light the outside, considerably dark map until you get inside the houses which are lighted by lamps
-Working garage doors, maybe even flushing toilets ("FLUSH THAT GODDAMNED DRETCH, SOLDIER!") if I can figure out how to implement that
Project completion: ~3%
One house general layout complete
Screenshots: (Will upload later)
Asylum (working title)
Setting: Mental institution (c'mon...admit it; you've always wanted to play in a nuthouse

)
Human base: Undetermined
Alien base: Undetermined
Key features:
-Several padded cell rooms with occupants that scream out on a regular basis
-Eerie vibe that you'd expect from a poorly-lit and poorly maintained insane asylum
-Includes cell block, lobby, and generator room
Project completion: 0%-IDEA ONLY SO FAR
Screenshots: (Will upload later)
So, tell me what you think of these. Personally, I think that Residential will be the funnest of both maps; I'm basing the neighborhood off of my own. The houses will be lain out and furnished according to how the ones around here are. Who knows, I might even put a computer in one with the screen playing a short demo video from Trem! If I can figure out how to implement this stuff, that is. I'm not sure if the current Tremulous/GTKRadiant systems are fully capable of doing this sort of thing. I am putting Caverna on the back burner for the next few days to work on Residential, then I'll probably switch back every week or so. I'm doing Caverna to see how well Tremulous and its players can handle mission-based maps instead of shoot/bite/eat everything that moves that it has right now. Don't get me wrong, those maps are fun, but I think the game could use some diversity.
EDIT: Added "Asylum" and "ISS" which I thought of while talking to some AoD people last night. No, don't take it that way; I was telling them about my other two maps and they suggested that Tremulous needs a low-gravity space station map and a nuthouse one too. So, I plan on delivering. Rate these new ones, please!
EDIT: Updated Caverna screenshots
EDIT: Removed "ISS" due to realization that the current Tremulous system cannot handle zero-grav movement to a playable degree.
EDIT: Updated Caverna setting, revamped lighting system