Author Topic: ideas for a Starship Troopers-like tactical map  (Read 19289 times)

[HUN]N.M.I.

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ideas for a Starship Troopers-like tactical map
« on: May 13, 2006, 10:19:34 am »
I write this to all, who have time and the knowledge (and most of all, the experience) to make great maps for our growing community :D.
This map isn't my idea or credit, it was/is a normal multiplayer game in the Starship Troopers FPS besides DeathMatch. I just made thoughts of how to form it the Tremulous way :).
So, the main thing is, that Humans have a small, somewhat easy defendable base (maybe add turrets, or better, Human controlled turrets). They have a DropShip (DS from now on) in the back of the base, which isn't operational. Their job or mission is to salvage and find the five (can be more or less) components that make the DS fully functional - so they can escape. The components are scattered randomly, and are indicated on the radar (distance and direction, angle) but it also can be placed on pre-defined places so no radar needed to find them. Preferably, in the middle of an Alien base (or more, prebuilt bases). So, the Marines's job is to rush through the Alien defences, steal the DS part (component) and bring it back to base. If the player is killed during transportation, the part is dropped, and can be picked up again (only Humans can move the parts). Aliens have the task to defend the components at all costs and hunt down the Human groups.
But it isn't that easy, Alien camping and Humans rushing isn't the way to win this map. Humans also have an Engineer: in Starship Troopers, it is an A.I. controlled guy, who does nothing but crouches next to the DS and waits for the components to arrive and assembles them - in Trem, he can be a modified one and only Builder (others are fighters), with great health regeneration or sth. The Aliens now have a secondary objective (they don't have to accomplish it), to kill the Engineer. If the Engineer is killed, the DS can't be repaired and so the Humans have lost the map.
This way, it offers a highly tactical gameplay. Humans have to attack in groups (it is a nice feature, because Humans tend to fight and die alone in Trem, but Alines don't), and leave some men behind to defend the Engineer (or the only Builder). Aliens can camp but they have better chances if they attack, because their bases aren't equipped with defensive structures (nor they can build, but that should depend on game balance). Also, there is timelimit, so Humans have to act as quickly as possible.
What do you think? Posts from Trem map designers are more than welcome :D.
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Neo

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ideas for a Starship Troopers-like tactical map
« Reply #1 on: May 13, 2006, 01:14:41 pm »
Only problem I can think of would be marauders, who can hop in, kill a guy and hop out without much trouble in a large space.

Teiman

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ideas for a Starship Troopers-like tactical map
« Reply #2 on: May 13, 2006, 07:57:24 pm »
I like "pumpers" from half-life2, ...big machines that generate a sound on impact that make monsters go away. You can have this on Tremulous with damage, so will be something already on map, that engineers will activate, and will serve to humans to "protect" a area, and not only the main base.

This idea is interesting because dont need to spawn new entities, but use already existing stuff on maps (bmodels? mapmodels?).

Having a human base undersiege and a count-down clock is another very cheap gameplay idea. You have this type of gameplay even on Star Craft (maps where infinite num of zergs attack a base, triing to survive the count-down).

Neo

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ideas for a Starship Troopers-like tactical map
« Reply #3 on: May 14, 2006, 12:37:59 am »
or the Dune 'thumpers' which the idea came from, which do the opposite, attracting instead of repelling :D