Next maps atmosphere

Generic, on-topic discussion about Colonial Marines.
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Re: Next maps atmosphere

Post by misto » 03 Aug 2017, 14:47

lcass123 raises a VERY interesting possibility - in that facilities or ships the marines deploy to could have an ARES-like computer governing some of their functions. this AI could be helpful, neutral, or antagonistic to whichever team randomly, probably only willing to listen to the corporate liaison at all. and if there are no admins (or perhaps whitelisted players?)who want to control it, it could just be damaged and dead.

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Re: Next maps atmosphere

Post by Bronimin » 03 Aug 2017, 14:51

Trench007 wrote:I'm not saying we should make a spooky generic linear derelict spaceship, I'm saying it would be nice to have at least one space focused map in the rotation.
I look forward to the first Xeno Space Conga

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Re: Next maps atmosphere

Post by lcass123 » 03 Aug 2017, 15:00

CrimsonAerospace wrote:Being cramped wouldn't be an issue. As it stands, fighting aliens on the Almayer is actually not too difficult, and it's relatively cramped. Ontop of that, the Nostromo, while cramped, served it's purpose fine, and even while being cramped was fun to get into engagements on.

Of course, our version would need to be bigger to account for CM's larger population count, but no, I don't really see size being the issue, just how CAS and OB's would work. Because honestly, I hate to say it, they should't really work. You'd breach the station with bullets/missiles if you fired them realistically.
That was kind of the point in changing the types of missiles, for instance anti space missiles would exist at this time designed to deal internal damage rather than just destroy hulls. As I suggested outfitting the crew with slightly better space fairing armour and giving engineers equipment to deal with the breaches would be the best way to deal with this.

I would like to point out that you can hardly call the almayer cramped it has 3 by 3 hallways, when I talk cramped I mean everyone charge into virology kind of cramped.

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Re: Next maps atmosphere

Post by CrimsonAerospace » 03 Aug 2017, 15:03

lcass123 wrote:That was kind of the point in changing the types of missiles, for instance anti space missiles would exist at this time designed to deal internal damage rather than just destroy hulls. As I suggested outfitting the crew with slightly better space fairing armour and giving engineers equipment to deal with the breaches would be the best way to deal with this.

I would like to point out that you can hardly call the almayer cramped it has 3 by 3 hallways, when I talk cramped I mean everyone charge into virology kind of cramped.
Almayer is cramped when compared to population size, and then add in squads moving in the same direction, aliens, building cover...lot of factors. STOCK Almayer sure, not too cramped, but in a combat situation it starts to get "cramped"
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Re: Next maps atmosphere

Post by lcass123 » 03 Aug 2017, 15:09

Hmm I understand your point, this is why one of my criteria for the map being balanced was having a large number of flanking routes, it adds in tactics and spreads out marines.

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Re: Next maps atmosphere

Post by Trench007 » 03 Aug 2017, 16:06

We need the devs to look at these ideas, otherwise all this brainstorming is a dead-end. The problem is, the devs are going to say they already considered these ideas, but for 'X' or 'Y' reason it can't or won't be done.
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Re: Next maps atmosphere

Post by lcass123 » 03 Aug 2017, 16:09

I mean i'm perfectly happy to work on a mock up map in the old source.

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Re: Next maps atmosphere

Post by Trench007 » 03 Aug 2017, 16:12

lcass123 wrote:I mean i'm perfectly happy to work on a mock up map in the old source.
Sounds great, it will be neat to see.
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Re: Next maps atmosphere

Post by Recounted » 03 Aug 2017, 22:21

What happened to that prison map some players remember why not bring that into the map rotation
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Re: Next maps atmosphere

Post by misto » 04 Aug 2017, 00:40

prison map was crazy cramped, from what i saw of it. sort of like ice colony underground for a whole map, maybe even tighter

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Re: Next maps atmosphere

Post by WinterClould » 04 Aug 2017, 01:17

I loved the prison map. I liked the feel of the environment and the game play. Wish we would do some more tests on it.
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Re: Next maps atmosphere

Post by Casany » 04 Aug 2017, 01:40

The problem with a space map is that atmos was, if I remember correctly, basically scrapped in January. I may be wrong, but from what I've heard through staff and some players is that atmos has been stripped to the bear minimum, like goon-atmos. And uh, I wouldn't like breaches to be a normal part of the fighting experience. Engineers wouldn't be able to fix breaches unless they had magboots since they'd keep getting sucked out until there was no air. And imagine what some xenos would do if breaching was allowed. Melting walls in every department to clear the air even before the marines got there, scaling the outside wall in space and pulling marines in space. Facehugging and suffocating. Its a good idea on paper but taking in playerbase and how people act, it wouldn't play out well in my mind at least
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Re: Next maps atmosphere

Post by misto » 04 Aug 2017, 01:44

if aliens remove all the air theyll regret it because then they wont be able to increase their numbers, since all hosts will choke and die when a facehugger removes their mask, to say nothing of what would happen to any lab monkeys or whatever

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Re: Next maps atmosphere

Post by CrimsonAerospace » 04 Aug 2017, 03:37

WinterClould wrote:I loved the prison map. I liked the feel of the environment and the game play. Wish we would do some more tests on it.
The reason we don't play that map anymore is because it was basically just long-ranged engagements for three hours because of how long the hallways were.
Casany wrote:The problem with a space map is that atmos was, if I remember correctly, basically scrapped in January. I may be wrong, but from what I've heard through staff and some players is that atmos has been stripped to the bear minimum, like goon-atmos. And uh, I wouldn't like breaches to be a normal part of the fighting experience.
This is why someone suggested Col-Mar issued Space-Faring M4 Pattern Armor. But of course, this wouldn't be relevant if my third response was implemented.
Casany wrote:And imagine what some xenos would do if breaching was allowed. Melting walls in every department to clear the air even before the marines got there, scaling the outside wall in space and pulling marines in space. Facehugging and suffocating. Its a good idea on paper but taking in playerbase and how people act, it wouldn't play out well in my mind at least
This wasn't that big of a deal on the Nostromo. Sure, sometimes a cunt alien would breach to fuck the marines over, but staff would patch the wall and ban the Xeno. Or, we could make external walls un-acidable and windows unbreakable, then the problem is solved. We already HAVE that code in place.
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Re: Next maps atmosphere

Post by lcass123 » 04 Aug 2017, 09:18

the intended plan here is for all or atleast most of the breaches to be caused by the marines. If aliens melt walls then it hinders their hive as the marines will be dead before they can be infected leading to a xeno ban. The addition of some space faring gear for the marines does assist in this and would add a new mechanic, heck maybe only certain squad members could get the space fairing gear or it has to be ordered from cargo?

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Re: Next maps atmosphere

Post by TopHatPenguin » 04 Aug 2017, 09:49

I'd really like to see a map where the xeno infestation has already taken over the entire map so when the marines come it's completely 'alien' to them. Reason for marines being sent in is that after the site went dark a year previous and was 'investigated' by a team of W-Y PMCS it was declared a failed colony and deactivated, however due to unknown reasons the colony/outpost has recently been active with notable power readouts which shouldn't be possible (An alternate story could be that the falling falcons are sent in to secure the colony/outpost as the power suddenly coming on could be CLF activity as they are known to be highly active in this sector.). Queue Falling Falcons being sent in to investigate.

Also when I say that the xeno infestation has taken over I mean, fully. Resin walls overlaying normal walls and windows, resin doors overlaying previous colony doors etc. Balance would probably be hell but it could be interesting if there was only 1 lz but it was already fortified as the colonists/outpost personnel tried to holdout for rescue there. The defences would of course be run down and there'd be xeno goop everywhere, but the marine chaps being sent down could clear it up and fix up the area.

Some other ideas for maps I haven't thought about as much would be:
  • CLF Camp in some environment, probably an arid one.
  • A ship a drift in space where the Almayer connects to the ship via umbilical cord. (Rip Po)
  • A completely underground map except the small openings that allow the skilled pilots to land.
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Re: Next maps atmosphere

Post by misto » 04 Aug 2017, 09:52

it would be neato to have a space station map that the almayer just docks right next to and connects to with umbilical. the DSes could deliver marines to hangars on different sides of the station. a 3-pronged attack!

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Re: Next maps atmosphere

Post by Steelpoint » 04 Aug 2017, 11:44

I think if we had a urban map that was mostly overrun by xeno weeds that the main LZs start inside a safe zone held by survivors.

Round start the survivors, instead of playing a game of hide and seek, are given low tier weapons and some defences and are instructed to defend the dropzone until help arrives. Maybe the survivors are colonial marshals, future Police/SWAT Officers or local National Guard (or space equivalent) personal.

The Aliens goal would be to try and kill these survivors and sabotage the LZ as much as they can before the Marines arrive.

Either way this would give the marines a good safe zone to start with when they land.
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Re: Next maps atmosphere

Post by lcass123 » 05 Aug 2017, 20:34

Image
This is the current progress on the mockup, for a proper version I would certainly change a few things such as adding more maintenence. I would redesign command and probably expand the north a little bit.

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Re: Next maps atmosphere

Post by Robotonic » 05 Aug 2017, 23:20

Steelpoint wrote:-snip-
That might actually be a pretty cool idea, mobilised reserves in the style of modern-day National Guard of the US fighting for their lives in an urban enviroment, holding out in a firebase in the middle of an over-run city having just fallen back from a failed offensive which crippled both sides into retreating to their defences. Smashed windows, weeds strewn everywhere and dozens of rooms with haphazardly barricaded entrances. Roads littered with casings, blood and vehicles.

Now that'd be a pain in the ass to make, there wouldn't be any multilevel buildings and would probably just end up like a version of Ice Colony but with no above ground level. Maybe a couple of big roads where crushers can have fun, then it'd just be Big Red all over again.
lcass123 wrote:-snip-
A space station would be cool, but think about all of the windows and atmospherics. That'd become hell on earth within seconds, marines being sucked out windows left right and centre.

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Re: Next maps atmosphere

Post by misto » 06 Aug 2017, 00:30

a map where the survivor characters were explicitly stated to be colonial marshals or militia or something would be good because they would have credible reason and capability to continue aiding ground operations even after being rescued

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Re: Next maps atmosphere

Post by Steelpoint » 06 Aug 2017, 07:53

I would be interested in seeing how an interpretation of an urban environment would go. I would imagine it would be somewhat more linear with the marine base on one side and the alien base on the other. An urban map would benefit more in creating a form of consistent frontline since unlike LV it would be far more cramped of a map. The marine base would likely be a supply depot, military base or police station whereas the alien base would likely by a subway network or a crashed space ship.

The size of the civilian buildings would be an issue to consider, would this be a CBD style with large office buildings, or a more suburban environment with smaller houses, or a combo of both. I can already think of some designs.
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Re: Next maps atmosphere

Post by Crab_Spider » 06 Aug 2017, 12:09

I'd enjoy a desert colony. It makes a bit of sense the colony would make a distress signal due to the many emergency situations the inhabitants would be faced with. Food, water, exposure, disease, and sand storms.

This could make for some neat gameplay possibilities, and also open up a chance for us to get botany (a very, HEAVILY NERFED TO SHIT botany).
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Re: Next maps atmosphere

Post by misto » 06 Aug 2017, 12:45

ss13 doesnt really do multi-storey buildings very well, so an "urban" map will be like, suburban overall at best

you could probably cut out various buildings and rooms from the current maps, rearrange them a little and plop them down close together along a grid of streets and call it an "urban center" fairly credibly, imagination helps fill in the rest

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Re: Next maps atmosphere

Post by CrimsonAerospace » 06 Aug 2017, 17:34

misto wrote:ss13 doesnt really do multi-storey buildings very well, so an "urban" map will be like, suburban overall at best

you could probably cut out various buildings and rooms from the current maps, rearrange them a little and plop them down close together along a grid of streets and call it an "urban center" fairly credibly, imagination helps fill in the rest
I mean, many servers are capable of doing multi-levels, and we've even done some multi-level buildings before. IE. Halloween map from way back when. We could maybe pull it off?
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