Forums

Username:  

Password:  

       
Login Help

  LATEST POSTS  
 
America's Army Launc..
Learning BASICS of A..
can u give us hints ..
AA3 New Patch Releas..
Better Realism Alter..

Keywords:
 

More search options

  HOT TOPICS  
 
The Graphic Novel
Updating PB Client
New Videos YouTube
Remember when...
» See more topics
  

    Page 1 of 23     
  Page Jump        Next Page »  

 Competition team map: Ship 
 

[Dev]Doc

Developer
Developer
Posts: 356
Joined: 09 Aug 2010

      Posted: 01 Nov 2010 10:21 Profile United States


For those who haven't been following, this is a thread to continue discussing a community designed map done exclusively by regular competition players. That doesn't mean that non-competitive players can't discuss things on here, it means that the competition players get the final say and will be the only ones selected to work on the design more in-depth as a team.

The team will be selected by virtue of contribution, enthusiasm, and skillset - read then that Doba and Wonkss are pretty much already on the team. The goal of this exercise is to produce documentation leading up to actually building the map and putting it in the game - that part is not yet something we can do, but we're working on finding a way.

Your current tasking is to further develop the concept for the ship - some rough layouts, characteristic features (i.e. the places that people will remember having been or use as references for where they are, the lightning, the dynamic sunset). Use pictures, drawings, explanations, or screenshots from an editor or modelling program like SketchUp. Once the team is selected there will be further briefings on how to proceed with design documentation. We're going to mimic the actual level design process as much as possible.

The rules for the map's design are as follows:

It must have a ship as it's focal point. That doesn't mean it has to take place entirely in a ship, or that the ship has to be moving in a vast body of water; the ship can be beached, it can be old and blown up, it can be a freight liner, it can be an aircraft carrier, it can be a vacation cruise ship.

It must have, as it's gameplay focus, 6v6 competition play. Objectives and their placement, such as CnH, VIP, etc, are secondary to tactical competition gameplay flow and design. If the competitive clans would prefer ANY other map for tournament play, this map will have failed in it's mission.

Do not limit yourselves in what you can incorporate - I will do that for you. If it's a cargo ship and you want several cranes that can alter the routes, we will try it. If you want an AC-130 that can rain down hot 30mm care packages from above when you activate the radio...then disregard what I just said and go ahead - limit yourself.

Keep the topic in mind. I don't want to see all kinds of digression to discuss whether or not AA is realistic enough, and I will address those digressions as quickly as possible. Respect the mods and community managers - without them you don't get this opportunity.

DO NOT design the map for the current bugs and limitations. I.E., it's probably best to really design for 13 v 13 competition play, and maybe we will make the map scale somehow (closing areas off) to account for smaller teams. It might therefore behoove you to think about roles with other weapons systems and skill sets...that'll likely get discussed in more depth with the team, which will probably require paperwork. No promises on juicy info.

Lastly, I am doing this in my free time and as such may not be around 100% of the time or as responsive as you'd all like. Do me a favor and keep it clean and supportive - if someone's idea is bad and you want to respond, tell them why it won't work instead of flaming them. Whether or not we can make this map playable in game can be made-or-broken by how you guys work with the process. Whether or not we can do this again with another map relies on your interactions even more heavily. Create, don't react; take criticisms and disagreements with some grace and understanding...a big part of being a successful designer is having thick skin.

_____________________
Embedded Image
The preceding has been in no way, shape, or form a promise, an official statement, or representative in any way of the Army, the AGP, or the AA community.

=IK=Doba=

Sergeant First Class
Posts: 1164
Joined: 03 Nov 2009

      Posted: 01 Nov 2010 10:53 Profile Canada


OK let go.. My suggestion is first we establish the basic map setting, location, ship to be used etc.. and move on from there.. Here is my Ship Map idea pitch:

Welcome to USS George Washington !!

Possible map name: "freedom"

taken from its Official Seal

Embedded Image

Obviously my pitch for this map is an aircraft carrier because of its high detail, personally I rather see Jet fighters aboard over simple containers, however please by all means if you have another idea i want to hear it.. so here is what Im thinking.

The map will consist of 4 main areas for combat and objectives, this has the possibilities of a HUGE map so I do want to scale it down like Doc mentioned and close off areas, mainly small rooms, I am not looking for hallways with small doorways where campers can sit and wait... was Im suggesting is this:

Main Deck:

Embedded Image

Detailed with fighters for cover etc... we can get into major details one we all pick out the ship to use for this map.

The island or Command Center:

Embedded Image

The Hanger Deck:

Embedded Image

fell in love with this picture, and the detailed room, just perfect for obj room, cloes combat.. great for team work and I can see the use of smoke coming handy... make it rather large with a few smaller cooridors on the sides.

Embedded Image

love to have this opened up to the dock for multiple access onto ship, this being the more difficult one.

The Dock:

Advanced/detailed dock

Embedded Image

or

Simple Dock

Embedded Image

.. main difference here is the detail on ground level, I think this map will be highly detailed and will stress the performance of this game, so this is one area we can keep the level lower and the ship higher

OBJECTIVES:

The standard:

- take and hold, having 3 or more locations to take over
- VIP escort off the ship
- Activated Objectives (my personal fav.) because its quick game play.

Love to get some fresh Obj Ideas.. Ive got a possible Assault idea taken from SCAR AA2 (blackhawk Down map).. we can have an injured mate on board you have to secure, the attacking teams obj is to take out the team or secure the injured soldier or whatever.. the Defense.. well thats quite obvious.

.. love to hear more new fresh obj ideas.

I found two nice similar, not exact ship layouts we can use, chop for Obj locations, setting details etc.

Embedded Image

Embedded Image

... Anyways, this is my Ship Map idea.. we can discuss other possible ships, locations etc... its not about my pitch its about making the best possible map.



Last edited by =IK=Doba= on 01 Nov 2010 12:14; edited 1 time in total
dgodfather

Private First Class
Posts: 205
Joined: 04 Apr 2008

      Posted: 01 Nov 2010 11:00 Profile United States


I feel like a dock on one side would limit the map in the sense that the team on the high side of the map would have an advantage over the team on the low side of the map. If the upper deck of the ship is unreachable then this has no concern. The ship may need to be leaning for some reason to adjust for that. Maybe it beached or is in ruins for some reason. I'll think about this more and update this post when I have time.

_____________________
Embedded Image
Can YOU handle the frag?

Embedded Image

=IK=Doba=

Sergeant First Class
Posts: 1164
Joined: 03 Nov 2009

      Posted: 01 Nov 2010 11:54 Profile Canada


Youre right the ship is mighty high and hard to get onto, originally I was thinking of multiple entrances onto the ship from the team starting on the dock..
Embedded Image

this being one of them.. possible ladders? Crane entrance? .. or we could go with something totally different, use two possible starting spots like Ranch does, having the ability to select starting positions for the attacking team...

A. starting team on ground area not far from ^^^ that hanger deck opening
B. starting on furthest point on main deck level .. (on #78 located on first Layout image)



Last edited by =IK=Doba= on 01 Nov 2010 12:06; edited 1 time in total
=IK=Doba=

Sergeant First Class
Posts: 1164
Joined: 03 Nov 2009

      Posted: 01 Nov 2010 12:05 Profile Canada


I went ahead and cleared the one layout for possible Starting points and obj.

Embedded Image

could be usefull

=IK=Doba=

Sergeant First Class
Posts: 1164
Joined: 03 Nov 2009

      Posted: 01 Nov 2010 12:27 Profile Canada


Possible night setting:
Embedded Image

lighting examples

Embedded Image

Embedded Image

possibly night vision required at night ?!?

Wonkss

Staff Sergeant
Posts: 584
Joined: 31 Jul 2003

      Posted: 01 Nov 2010 12:36 Profile Canada


so why not list the ship to the front and side against a dock that it hit during the storm..put up some search lights (made so they can be shot out ) maybe some overturned planes in the lower decks with tool boxes and crap all over the place and then make the upper decks with some smashed out windows with wind and rain coming in them. a ton of rain and lighting and some thunder (real thuinder loud as hell) it totally kills the guys hearing whos sitting around a corner listening ( sound camper) make one team start on the dock so they can get on via the sides of the ship by way of the dock or climb on to the front side that sinking a bit..maybe add some cranes ( can be used by dmr climbing up on them to take position or also can be used to get on the ship from other side) into the mix on the side of the dock as if they were trying to right the ship before the storm hit with its second wave..put in some civilians that were working on the ship before it got hit with the second storm...

P.S make it so we can throw nades from main deck to the lower decks via vents and or tight openings for pipes or something..

_____________________
Embedded Image

965be@4.0ghz, 4gb ddr3 1600,ga-790fxta-ud5,corsair f60 boot drive,hd6870oc,samsung 2494hm
Logitech g15 keyboard,Cyborg Rat7,magalodon hp

J.J.A.M.

Recruit
Posts: 18
Joined: 06 Oct 2010

      Posted: 01 Nov 2010 13:03 Profile


yea and civilian could be on the map. And if the enemy captured the ship they would blow it up so if the enemy capture the ship we should get the vip out.

xan1965

Private First Class
Posts: 175
Joined: 21 Nov 2008

      Posted: 01 Nov 2010 13:18 Profile Brazil


Well done guys.

HOOAH

_____________________
Embedded Image

Pwned You

Sergeant
Posts: 292
Joined: 08 Oct 2010

      Posted: 01 Nov 2010 13:52 Profile United Kingdom


Wow Doba you've been busy. One thing i thought of whilst reading this is hearing people about the ship being wrecked or beached. What about a night time map where the ship is wrecked on some rocks and water is leaking in to those areas which would explain why those areas were cut off rather than just having a closed door? I like the idea of moving around the top deck with all the aircraft and whatever else is up there (fuelling stations, the control centre etc.). You could have a background outside of jagged rocks and huge waves with maybe a lighthouse in the distance and lightning in the sky. You could also use nightvision goggles if it was at night. This would have to be a night map if it were on the rocks, i doubt you'd hit the rocks if it was daytime unless it was foggy. This would resrict the map to just the boat but you could still have a VIP set up escorting someone to a lifeboat or an activated objective activating an SOS call to lifeguards. Not sure why someone would want to stop you making an SOS call or stop someone getting off but you can discuss this. If you wanted to use the dockside setting though thats fine, just thought i'd toss this idea out there and see what bites. Good job so far!

_____________________
Embedded Image

dgodfather

Private First Class
Posts: 205
Joined: 04 Apr 2008

      Posted: 01 Nov 2010 14:00 Profile United States


In regards to night vision. I'm assuming that you aren't all wanting the map to be entirely night vision dominant? I propose that either the inside of the ship (in certain locations) be dark and require night vision and the outside be just before sundown or the outside of the ship be dark (dark & mostly cloudy would allow the ship to sit normally without being wrecked as it would diminish the advantage of the higher/lower problem) and the inside of the ship to be mostly lit or flickering lights.

pfc_b-ytter^KSW

Private First Class
Posts: 176
Joined: 08 May 2007

      Posted: 01 Nov 2010 14:00 Profile Norway


Can i drive the boat?

good job folks, this is looking good!

_____________________
Embedded Image

[XIII]b-ytter

[Dev]Doc

Developer
Developer
Posts: 356
Joined: 09 Aug 2010

      Posted: 01 Nov 2010 14:04 Profile United States


dgodfather wrote:

In regards to night vision. I'm assuming that you aren't all wanting the map to be entirely night vision dominant? I propose that either the inside of the ship (in certain locations) be dark and require night vision and the outside be just before sundown or the outside of the ship be dark (dark & mostly cloudy would allow the ship to sit normally without being wrecked as it would diminish the advantage of the higher/lower problem) and the inside of the ship to be mostly lit or flickering lights.



Wise observation. I would recommend night vision in specific areas or during specific times - my specific advice would be some areas in the ship with some on the outside, with lightning effects and turn-on-able lights ruining it for people who just have it on the whole time. As always, it's up to you guys.

Doba - those pictures, especially the cargo bay, brought this thing to a whole new level. Excellent work.

Pwned You

Sergeant
Posts: 292
Joined: 08 Oct 2010

      Posted: 01 Nov 2010 14:09 Profile United Kingdom


I was mainly thinking the top deck with all the planes on would be the only part necessary for the nightvision goggles. The inside like you said would be lit or have flickering lights. The only reason for it being wrecked on the rocks was for cool scenery and have a reason to restrict the map in parts so it's not absolutely massive and you get camping inexperienced player in some far off persons quarters. It could also have dripping ceiling in the lower parts of the ship and puddles on the floor for some more detail if you wanted that.

No bytter you can't drive the boat, that's my job. "Captain, full fast ahead" quote from futurama! Laughing

Like Doc said, those pictures bring this idea to life. Nice find Doba.

=IK=Doba=

Sergeant First Class
Posts: 1164
Joined: 03 Nov 2009

      Posted: 01 Nov 2010 15:18 Profile Canada


Thanks guys..

Pwned you - yes guys like the wrecked ship idea and we can still do that, mine was just a suggestion, Im sure there will be more... ive got one actually and will post my wrecked idea in a bit.

dgodfather - This is me just putting it out there for Wonkss who really was pushing for night vision lol, since night vision will be an asigned button, I agree that its an on and off type of thing, designated areas only.

So we could do a wrecked or half cracked carrier..

changing the scenery outside is no big deal, we just need to settle on one and move forward.. I dont mind the "crashed into rocks half sinking Carrier with planes and all details still on it" I think the detail makes the ship otherwise it would just look like this:

Embedded Image
Embedded Image

a little too plain, but add all the detail from above post and we might have something.. In the wrecked idea id love the second level flooded but still having ability to walk and shoot while in the water, say waist high.. possibly water dripping in places... The main level would have half wrecked planes, some still in place hey maybe some on fire?.. its all up to you guys ..

Either way we go it will be visually stunning, then we just gotta fugure out a nice game play, with sweet obj.

Doc also loves the "Hanger Deck" .. that picture sold me on an aircraft carrier, that level has endless possibilities, half could be underwater, half in walkable water and half still dry.. whatever.. those are details we have to figure out as a group


 Competition team map: Ship 
 

    Page 1 of 23     
  Page Jump        Next Page »  

  

Jump to: