Map Variations!

PeterComputerPeterComputer Posts: 81
edited November 2016 in Map Discussion
Dirty Bomb is awesome but after playing it for over 150 hours, I'm getting a bit tired of the same maps with the same objectives so I thought of a way to fix that: adding map variations.

For example, in Bridge you repair then escort the EV and finally you pick up and deliver 2 drug samples. What if you added a variation of Bridge where you started by repairing the EV but then escorted it to a new part of the map with a different objective?
I feel like that would add longetivity to maps and it would take significantly less time to develop than creating a new map from the ground up like Dockyard.

I also tried to come up with new objective ideas but I did not have that much success at doing so. Feel free to write some if you have them.

Anyways, this is just a suggestion so please write below what you think of it!
Post edited by PeterComputer on

Comments

  • Whoah I think that would take a massive amounts of time for splash damage to create multiple versions of each map.

    Or did you mean to turn the maps into randomly generated maps with very big modules for each objective? That would definitely be an interesting idea, but again I think Splash Damage is not big enough to change their game that drastically.

    Either way its an interesting thought but i doubt it can become reality for Dirty Bomb.
  • Sorbert wrote: »
    Whoah I think that would take a massive amounts of time for splash damage to create multiple versions of each map.

    Or did you mean to turn the maps into randomly generated maps with very big modules for each objective? That would definitely be an interesting idea, but again I think Splash Damage is not big enough to change their game that drastically.

    Either way its an interesting thought but i doubt it can become reality for Dirty Bomb.

    I meant the first option. (Randomly generated maps wouldn't fit DB at all).

    Tbh, I just thought of this as an option to creating new maps from scratch. If I were to do it, the first objective in every map would still be the same. After completing it though, you'd be taken to a new section of the map with a new objective. Just a little something to keep maps fresh!

    Of course each map would only have 1 or even 2 variations at most, more than that would be frustrating since the variation of the map you wanted to play wouldn't appear as much in the three maps to choose from in the lobby.
  • You sir, are a F*CKING GENIUS! But Randomly Generated map will work better with your idea. What I mean is that you will STILL get bored if Chapel got 2 more senarios shoved into it's a$$. Random scenarios will be better.

    But then, waiting Splash Damage to even look at this MASTERPIECE is like waiting Valve to put Half-Life 3 into alpha stage.
  • @DankBeretField Not sure if that's sarcasm or not...
  • DankBeretFieldDankBeretField Posts: 194
    @DankBeretField Not sure if that's sarcasm or not...

    I don't actually know...
    It has to many typos and this is old, so let's just say that randomly generated maps is better.
  • @DankBeretField In that case, I disagree with you.

    Part of the fun of DB is learning and using walljumps to unlock new passages. If the map itself was randomized, all that knowledge would be useless.

    Also, making an a system that is capable of creating randomly generated maps is really tough. Not taking into account the amount of time it would take to create one, can you even think of how many situations would come up where the program creates a map that favours one team?
    What I mean is that you will STILL get bored if Chapel got 2 more senarios shoved into it's a$$.
    Well... We've all been playing the same 6 maps for quite a while now and yes, most of us are a bit bored but if we've managed to pull through with only these maps for so long, I'm pretty sure we would only need one or two variations of each map to play to be happy. No need for randomly generated maps.
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