Neat Level Ideas

Post » Thu Aug 13, 2009 1:19 pm

What kind of levels do you guys think would be pretty sweet to have in Brink?

I was thinking that a jail would be pretty sweet but at the same time it just doesn't fit with the Ark's utopian view
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Ronald
 
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Post » Thu Aug 13, 2009 7:48 am

From someone who doesn't know a thing about Brink-

How do you know that the Ark doesn't simply "remove" people that don't fit in their Utopian view? Gives the game that extra level of "something ain't right here."
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~Amy~
 
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Post » Thu Aug 13, 2009 2:13 pm

goldrush
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Brentleah Jeffs
 
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Post » Thu Aug 13, 2009 3:23 pm

goldrush

Anything that doesn't require classes, keep it out of Brink. And goldrush isn't a map, it's a gametype.
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RaeAnne
 
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Post » Thu Aug 13, 2009 7:08 pm

Anything that doesn't require classes, keep it out of Brink. And goldrush isn't a map, it's a gametype.

Not completely, goldrush was one of the standard ET maps (and a good one)
Lol. I want to fight in the giant tower, conquering floor after floor, blowing up the door to do main leader and blowing him up with some explosives.
Maybe a powerplant would be more realistic though.
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Jamie Moysey
 
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Post » Thu Aug 13, 2009 8:16 am

Not completely, goldrush was one of the standard ET maps (and a good one)
Lol. I want to fight in the giant tower, conquering floor after floor, blowing up the door to do main leader and blowing him up with some explosives.
Maybe a powerplant would be more realistic though.

The goldrush I'm thinking of is from Banimod in RTCW multiplayer - http://bani.anime.net/banimod/gametypes/goldrush.html
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sunny lovett
 
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Post » Thu Aug 13, 2009 7:16 am

The goldrush I'm thinking of is from Banimod in RTCW multiplayer - http://bani.anime.net/banimod/gametypes/goldrush.html

Yea, I realised you were talking about that gametype, but I was pointing out that goldrush is also a map.
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JaNnatul Naimah
 
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Post » Thu Aug 13, 2009 3:37 pm

Yea, I realised you were talking about that gametype, but I was pointing out that goldrush is also a map.

I know. I prefer Oasis.
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Jesus Sanchez
 
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Post » Thu Aug 13, 2009 7:46 am

I know. I prefer Oasis.

Oasis was the best map, only the wall jump svcked.
It's so sad that there will be no trickjumping in this game because of the smart system.
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Fanny Rouyé
 
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Post » Thu Aug 13, 2009 4:34 pm

Oasis was the best map, only the wall jump svcked.
It's so sad that there will be no trickjumping in this game because of the smart system.

But the SMART system, IS the trickjumping. It's just implemented differently.
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Sherry Speakman
 
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Post » Thu Aug 13, 2009 4:29 pm

But the SMART system, IS the trickjumping. It's just implemented differently.

Yes, it's the same, but it's implemented in a way that everyone can use it. Maybe some jumps are harder to master than others, but in ET you had to practice from start to learn decent trickjumping. You had to time your sprint and jump, using strafe jumps, circle strafe jumps, ...
The SMART system removes that skill. I'm not criticising the SMART system, it's a great feature, but the skill you needed to reach certain areas is seriously reduced.
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Cedric Pearson
 
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Post » Thu Aug 13, 2009 6:58 am

Yes, it's the same, but it's implemented in a way that everyone can use it.

boo hoo :) You can still "master" the smart system, better than others. Here is a good example.

"a week doesn't go by that i'm not surprised by some new shortcut that our internal testers have found by using wall jumps. i'm really starting to think that you guys will have a lot of fun leveraging it to the max. for instance, we've got a demo coming up, and paul said "I want to do some freedom

of movement climbing in this room" as part of the show he's doing. so we were talking about maybe putting a couple extra crates here or there to let him do it, since we'd never planned for it in that room to begin with. but then bezzy came over and found a way to do it (climb a railing while going up the stairs, at the top of the stairs long jump off towards a statue, bounce off the statue with a hard right, and grab the upper railing to pull up) that we never anticipated, and it was awesome. of course, it's a VERY hard maneuver to pull off, so we went ahead and put a crate temporarily in for paul (it's not good for him to miss his jumps in a demo), but we'll take the crate back out after the demo and leave the "hard timing jump" for you guys to find..."

- Richard Ham


also, here's a good write up on how smart works - http://brink.chefenco.com/brink-developer-diary-4/

Maybe some jumps are harder to master than others, but in ET you had to practice from start to learn decent trickjumping.

Of course you did, becaue it was really a "user-defined tactic," not an intended gameplay mechanic. It's like saying, "you have to practice quickscoping to be descent at it."
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Dona BlackHeart
 
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Post » Thu Aug 13, 2009 12:33 pm

I read everything and I know what you're trying to say but it's just a personal preference.

Just take the Oasis wall as an example. With the ET trickjumping you had atleast 4 ways to jump over the wall.
The normal Trickjump from the roofs above the old city flag. The water pump into balcony jump. Building up speed and hitting the right side on the wall and jumping on the left side of the "Axis only room" watching the entire old city.
Now, imagine the smart system being in this map. How much easier would it become to do the basic and most usefull tricks? It's not that I don't want it to be that way, because I also get this advantage. What is the use of mastering extremely diffcult jumps if you don't get any significant advantage out of them.

Your second quote is how they keep finding new stuff, which is great, but the matter of the fact is that new stuff will be copied. I used to be one of the first to be able to use single jump to get on top of the fueldump's main spawn roof. Even now there still are a lot of people not capable of doing so. I think this is where the smart system will make things easier.

I want to add that I'm not sad or angry about this, I'm just trying to point something out. I like the SMART system and I'm thrilled to use it.
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Chris Duncan
 
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Post » Thu Aug 13, 2009 4:00 pm

I'd like to see a level where the majority of it is partially submerged. This mostly appeals to me aesthetically but it could also be used to provide a really different experience if water depth affects movement.
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Saul C
 
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Post » Thu Aug 13, 2009 8:30 am

first of all, +1 for using the word 'Neat'
we dont use it enough nowadays

Second of all, i would like a "Normandy" style map/gamemode. Ive always wanted something like that, where one team is up on a hill just raining bullets and the other team fighting their way, moving forward through the storm of bullets, but whatever
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GEo LIme
 
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Post » Thu Aug 13, 2009 6:09 am

But the SMART system, IS the trickjumping. It's just implemented differently.


Exactly, but its better than trickjumping since can be done in most places.

I'd like to see a level where the majority of it is partially submerged. This mostly appeals to me aesthetically but it could also be used to provide a really different experience if water depth affects movement.



Maybe we can get that swimming?
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john page
 
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Post » Thu Aug 13, 2009 4:48 pm

Now, imagine the smart system being in this map. How much easier would it become to do the basic and most usefull tricks? It's not that I don't want it to be that way, because I also get this advantage. What is the use of mastering extremely diffcult jumps if you don't get any significant advantage out of them.

first off, you do get advantages. Something you forget is, on top of the SMART system, ET also didn't have body types, so even at the most basic level, not all players are equal.

Your above statement seems to iterate a trend and/or problem with gamer mentality in games, where they feel as if they are deserving of some type of reward for performing "difficult" maneuvers or techniques. One of the reasons why said techniques are difficult in the first place, is because they were never meant to be used the way players discover how to use them, potentially giving them an unfair advantage. Some players are so obsessed with finding an edge over the competition, tat wen they encounter a game that gives every player the tools to be as successful as them, they cry foul.

The game owes players nothing. Someone made an extremely difficult jump - so what. If a player jump and do a 360 in midair and pop off 3 headshots before they land, do they deserve special treatment? Just because it's hard to do, doesn't mean the player deserve a reward for it. The only "reward" they deserve, is the satisfaction of knowing they can pull it off.
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Stephanie Kemp
 
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Post » Thu Aug 13, 2009 6:35 am

I've said it before and I'll say it again. I think a map consisting of sewers and maintenence tunnels would be really cool. Most of it would be like a maze, but there would be a few large rooms, perhaps storage areas, full of crates and forklifts and stuff, and that's where the big firefights would be going on.

Also, since the Ark was (and I suppose still is) home to a lot of rich folks, there should also be a mall map. Four floors of stores, some elevators, some escalators, a small movie theater, a food court, you get the picture. Who hasn't imagined having a huge gun battle in an abandoned mall?
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Judy Lynch
 
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Post » Thu Aug 13, 2009 4:38 pm

because i do parkour in real life, having a map modeled after some of the places that David Belle or Sebastian Foucan, or the yamakasi (these are the guys who started parkour and freerunning) made famous would be insanely cool. As long as there is more than 1 route through a level though Im happy. It will be cool finding new ways to navigate the levels.

:poke:
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Kayleigh Mcneil
 
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Post » Thu Aug 13, 2009 1:08 pm

Your above statement seems to iterate a trend and/or problem with gamer mentality in games, where they feel as if they are deserving of some type of reward for performing "difficult" maneuvers or techniques. One of the reasons why said techniques are difficult in the first place, is because they were never meant to be used the way players discover how to use them, potentially giving them an unfair advantage. Some players are so obsessed with finding an edge over the competition, tat wen they encounter a game that gives every player the tools to be as successful as them, they cry foul.

Well, you're right. People tend to have that mentality nowadays, but what is wrong with that? I like the oldschool style were the more skilled player actually was the better player. Ofcourse it's not about individuality in this particular game. However I'm going to take Cod mw2 as an example where the less skilled player can still have the best score/ratio/whatever (Not that I care about ratio anyways, just an example)
It's not difficult to sit in a corner with danger close pro, one army pro, commando pro and a bunch of noobtubes. Yes, you can toss a nade or something similar, but that is not how the game was meant to be played either. Take trickjumping, a skill you had to practive from scratch and compare it with cornercampingnoobtubes...
I'd rather be taken out 10 times in a row by someone who outclasses me in personal skill (I consider trickjumping being in this category) than by someone using broken game mechanics(cornercampingnoobtubes).

And yes, I can imagine you saying that trickjumping was also a broken game mechanic or that I can sit in a corner too or something similar, but the fact remains that you have to practice for trickjumping and not for cornercampingnoobtubes (And again, it's just an example)

I also realise that I'm going way offtopic here. ^^
I guess there will be some kind of military facility you have to break in to steal some secret weapon documents or to blow up a prototype of some kind.
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Euan
 
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Post » Thu Aug 13, 2009 8:32 pm

"Check out the container city preview and you'll see the battlefield changes as the attacking team pushes farther by completing more objectives."
Some one said this^ in another thread and it gave me the idea of having a map at the border between the Security and Resistance, a huge contrast in art will make the map look extremely cool. it would be nice if their were 5 command posts, 2 on the Security side and 2 on The Resistance side and one smack dab in the middle. Players entering this game already while it is already in progress will know exaclty how far they are and if they are winning or losing based on their spawn.
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Milad Hajipour
 
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Post » Thu Aug 13, 2009 9:39 pm

"Check out the container city preview and you'll see the battlefield changes as the attacking team pushes farther by completing more objectives."
Some one said this^ in another thread and it gave me the idea of having a map at the border between the Security and Resistance, a huge contrast in art will make the map look extremely cool. it would be nice if their were 5 command posts, 2 on the Security side and 2 on The Resistance side and one smack dab in the middle.
Players entering this game already while it is already in progress will know exaclty how far they are and if they are winning or losing based on their spawn.

It was me who said that and I like your map idea. I disagree with your second statement about players entering the game, or atleast I do not agree completely.
You're right when you say that people in the game will know exactly how things are going but I guess this will be the case in most maps, not to say all.
In the beginning you'll have to check your mission wheel to see how things are working out, but after a while you'll start to recognize spawning points and know immediately what to do. This applies to every map after a decent amount of playing time.
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Alisia Lisha
 
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Post » Thu Aug 13, 2009 7:37 am

I've personally always liked levels that are on vehicles, like the tops of trains, boats ect. However, I wouldn't think that something like this would work well with the size/style of the maps.
Although, being on something like a large ship that's attempting to leave the Ark while security forces try and invade to shut it down, could be a very interesting map.
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krystal sowten
 
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Post » Thu Aug 13, 2009 11:16 am

I've personally always liked levels that are on vehicles, like the tops of trains, boats ect. However, I wouldn't think that something like this would work well with the size/style of the maps.
Although, being on something like a large ship that's attempting to leave the Ark while security forces try and invade to shut it down, could be a very interesting map.

Cool idea.
Dynamic map enviorment = win, idk how it would work with smart but if the devs made it work SMARTing over moving objects would be kick-ass
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Cat Haines
 
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Post » Thu Aug 13, 2009 7:04 am

I've personally always liked levels that are on vehicles, like the tops of trains, boats ect. However, I wouldn't think that something like this would work well with the size/style of the maps.Although, being on something like a large ship that's attempting to leave the Ark while security forces try and invade to shut it down, could be a very interesting map.


The Shipyard has a huge boat on the map.
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Angelina Mayo
 
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