Author Topic: New Ideas/Concepts for Infiltration  (Read 2511 times)

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Offline zakath

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New Ideas/Concepts for Infiltration
« on: April 23, 2009, 12:31:24 pm »
So I played through every single default map + a lot of the custom ones. as I was trying to learn what was a good inf map for the Infiltration Map contest. And it seems most infiltration maps suffer from being huge(run for 10 seconds without action then get sniped and have to run for 10 seconds again not so fun really). Being a frag fest ie as attacker you are basicallay smashing your head against a wall until you perhaps eventually gets though. Also most inf maps consists of basically the same design. ie running up some hill or taking the tunnel into some fort to grab the flag.

So I have came up with some new fresh ideas which I post here in the hopes that ppl will make new kind of infiltration maps:

black = normal poly
yellow = only player collides poly
purple = one way poly
red dot = alpha spawn
blue dot = bravo spawn
grey flag = bravo flag
white flag = alpha flag


1. The Tower, which might seem like a normal inf design. however when you finall reach the top you can throw the flag out the window allowing your teammates to cap. so contrary to the normal inf design as soon as you are in the base you basically have the cap in your hands ;)


2. Falling flags, here we use one of the latest new soldat map features that is falling flags. meaning in this case alpha can grab flag in two places makeing it harder to defend. however in this case bravos flag is also falling(into the void) meaning the flagcarrier have to stand at flag place until flag returns shortly to cap. make him more vulnurable for bravo trying to take back flag.


3. One way polys, here we see something like in 1. but instead of using flagthrowing when attacker gets up top he can take a oneway poly way down for a quickc cap.


4. Roof, here we have the defenders top(defending through a roof) and attackers low so as soon as attackers manage to get up top. they can easily throw flag down. but they will have to attack under fire from the roof.


None of these ideas are properly balanced, however I hope that they brings new ideas to your infiltration map ;)

ps.
I know sketches look like crap. :D
ds.
« Last Edit: April 23, 2009, 12:33:20 pm by zakath »

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Offline Suowarrior

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Re: New Ideas/Concepts for Infiltration
« Reply #1 on: April 23, 2009, 04:24:23 pm »
I'm totally agreeing with you. Inf has a lot of potential as gamemode, but making hectic/balanced/smooth inf map is so damn hard.

My favourite is the fourth scetch, something cool could happen from that. 1st and 3rd scetch has the same basic issue, alpha has to start from very bottom to attack, that requires a lot of hopeless climbing = not fun. 2nd scetch messes up on that the black flag is also falling one, and bravo cant get points when the flag is not stable, to my knowledge.

Offline zakath

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Re: New Ideas/Concepts for Infiltration
« Reply #2 on: April 23, 2009, 04:36:37 pm »
I'm totally agreeing with you. Inf has a lot of potential as gamemode, but making hectic/balanced/smooth inf map is so damn hard.

My favourite is the fourth scetch, something cool could happen from that. 1st and 3rd scetch has the same basic issue, alpha has to start from very bottom to attack, that requires a lot of hopeless climbing = not fun. 2nd scetch messes up on that the black flag is also falling one, and bravo cant get points when the flag is not stable, to my knowledge.


well I just wanna put some ideas in ppls head not have them necessarily make that exact map ;) true though about that bravo flag might not wanna have that as falling. you could however have alphas flag falling. to make there caps a little harder.

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Offline SniperTheKiller

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Re: New Ideas/Concepts for Infiltration
« Reply #3 on: April 23, 2009, 04:45:18 pm »
I dont understand why doesnt bravo team has always higher stand...if the alphas have higher, they could theoretically come to flag faster...imho, something in return should be made to bravo (better defense position, hps,etc)

Offline Blacksheepboy

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Re: New Ideas/Concepts for Infiltration
« Reply #4 on: April 23, 2009, 05:34:00 pm »
Well the reason why most maps have caves and forts and bunkers to stage battles throughout is simple because that is the most natural and imitates what it may be like in real life (i.e. infiltrating a fort on a hill).  Alpha always usually has the downside because Bravo purposely builds their fortresses to withstand attack.  In that case, if will take a larger army (more Alpha deaths) to capture a fortress.

Yes, Soldat is not real life - we can stretch the bounds of infinity for the sake of good gameplay.

Might the maps you tested be any of mine perchance...?  I've always wanted to know what someone really thought about, in terms of the gameplay, for Foundation, as I thought that what I did with Bravo's base was rather innovative (:

Offline As de Espada

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Re: New Ideas/Concepts for Infiltration
« Reply #5 on: April 23, 2009, 11:31:54 pm »
iDante's inf_Actual is a different inf map
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Suowarrior

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Re: New Ideas/Concepts for Infiltration
« Reply #6 on: April 24, 2009, 12:55:35 am »
Might the maps you tested be any of mine perchance...?  I've always wanted to know what someone really thought about, in terms of the gameplay, for Foundation, as I thought that what I did with Bravo's base was rather innovative (:

Yeah we've played it couple of times. It's very good, good balance and those opcs in bravo base works okay, though usually defenders just go out of base. The opcs could give better range.

Also one thing which makes it funner to rest of maps is smallness of it, you don't need to travel 5-10 seconds to meet enemy.

Stiffyness is gameplay issue at bravo base (alpha is forced to attack through that small tiny passage and bravo is usually waiting for them with spasses and m79), which makes map prefering defenders (bravo) a bit.

And to me map is the best looking classic inf map :)
« Last Edit: April 24, 2009, 01:02:24 am by Suowarrior »

Offline zakath

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Re: New Ideas/Concepts for Infiltration
« Reply #7 on: April 24, 2009, 02:53:54 am »
Well the reason why most maps have caves and forts and bunkers to stage battles throughout is simple because that is the most natural and imitates what it may be like in real life (i.e. infiltrating a fort on a hill).  Alpha always usually has the downside because Bravo purposely builds their fortresses to withstand attack.  In that case, if will take a larger army (more Alpha deaths) to capture a fortress.

Yes, Soldat is not real life - we can stretch the bounds of infinity for the sake of good gameplay.

Might the maps you tested be any of mine perchance...?  I've always wanted to know what someone really thought about, in terms of the gameplay, for Foundation, as I thought that what I did with Bravo's base was rather innovative (:

We played foundation. however I believe that bravo has to huge advantage on that map. we found it really hard for attackers to get through. also its a bit of map that you as attacker just smash your head against the wall in hopes of breaking it. not much room for sneakyness.
« Last Edit: April 24, 2009, 02:58:52 am by zakath »

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