DasLlama wrote:You know what would be a good idea? A map based off of one of the Call of Duty Zombies maps (Without perks and wall guns and doors and stuff).
One team spawns inside the playing area to defend, and the other outside to attack. The attacking team would have to destroy barriers with their guns and then enter the defending team's area. Or something like that.
Warfront will have you covered, if you wait about two years.
EDIT
This is one of the maps I'm Designing while I'm at my GF's place since I can't mod here, it will be part of Warfront;
Working Name: "Planet's name" - Skyhigh gated community.
Description:
Sky-high is a bespoke gated community, inhabitants live and work within it's -insert name of unbreakable material- fences, everything, shops, schools, banks, even medical care, is provided by their employer. Each of them, are employed by the enemies intelligence section, and they are close to cracking our codes, however with so many civilian families there, we cannot send bombers, you must lead a ground assault to capture skyhigh, and shut it down.
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This is basically an excuse to send you into a civilian hab-block, basically up and down, is to be more important than left and right, the four outer blocks, have stairs taking up only one side of the building, meaning they are steep, and you will find yourself blind to anything standing at the top.
The lower centre block has four stairs, in two sets, but they alternate each floor, forcing you to move across an exposed walkway, to get to the next flight
(Walking is good for your health! And there will be signs to explain the game play mechanic as a design choice, as only a few people will leave the facility each month, on alternating leave, they would not have much cause to walk, and this explains both the steep steps, and the alternating ones.)
Only the last set of stairs makes sense, however they are entirely exposed, meaning you will have to fight your way up an almost spiral steps totally exposed to the opposing sides bellow and above.
The Top left, and lower right buildings will have CPs in the middle an all will have CPs on their top floors, the central buildings, on the ground, middle, and top floors.
There will be working elevators, allowing you to out flank the enemy, and cross-building walkways to permit lateral movement.
A transport and fighter spawn on top of the outer four buildings, allowing you to deploy your men on top of each roof (INCLing the upper centre which is not shown as it will have no cover and is accessible only by elevator.)
You will have to blow doors to enter buildings, and shoot doors to enter apartments, walls marked by cracks can be blown open so you can engage the enemy, and windows will be valuable fire points.
Un-enter-able doors will have ray shields covering them, so there will be no-confusion.
Behind each apartment door, a civilian or CP-owning team member may spawn, so you will need to watch your fire.
Each team will start with one cp at the top of one outer building, and all the CPs in one inner building, while in ATTACK mode, All the CPs will belong to the enemy, with one outside belonging to you, or Vice-versa in Defense mode.
The idea is it would be like that Korean film what-is-set in an apartment building, with narrow corridors, and small-ish rooms, with CQB being the order of the day, you would need to move quickly and cover doors, walkways, stairs, more stairs (you'll die allot on stairs BTW) and rooftops.
It's been designed to be very much challenging and you can expect quick re-spawns, and the limited number of CPs are to facilitate this, to ensure gaps in the fighting where the forces can move up or down, or across un-harassed, so it won't be the same stair you fight over, again, and again.
Floorplans in ascending order, are bellow.