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New map ideas?

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#1
Crimsonfox12

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Well, I've been playing for over a year now and as much as i love the game, the map selection is getting a little stale. Especially sense there isn't any {insert game mode here} exclusive maps. Would be cool to see something new out there. Give people  reason to play on different game modes besides free for all.

 

Would be cool to see something a little smaller for free for all death matches, larger for the resource collection and missile defense modes, maybe a few different city or forest maps. 

 

Anybody got any else ideas?



#2
asipo

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fight at shipyard, where you can dive in water


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#3
DemitronPrime

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fight at shipyard, where you can dive in water

I would be more keen on a  shipyard you have to AVOID the water lol


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#4
The_Silencer

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A new playable area on an island would be cool... a good chunk of a harbour plus some installations, hangars, bunkers or alike.

 

IMHO, I'd like such an scenario in HWK not to be Earth based though. This should give freedom and room enough to the new map designers so they can overdrive their creativity and make us drol well in the future... hoping in the near future. ;)

 

Note: Allowing access to shallow waters like "limited" shore areas should not imply relevant code changes, for instance, from a physics stand point. However, firing, to say the least, many of the current weapons in the game would not be much realistic; I'd say nay to allow playable areas with deep water.


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#5
TheEnderNinja

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I've always wanted a space map or like a map on a giant space station/ship.



#6
The_Silencer

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I've always wanted a space map or like a map on a giant space station/ship.

I've found the space station/ship concept to be as quite appealing as interesting here too

 

Note - One possibility to explore might be:

Experimenting with the gravity constant to see what happens.. For example, having standard G to influence most of the areas of the but also having one ore more playable areas with lower G, for instance, only in some "open" chunk of the space scenario. Could be pretty fun to see what happens..

 

Just an idea though :)


Edited by The_Silencer, 03 March 2016 - 06:58 AM.

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#7
Rainbow_Sheep

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A map set at night anyone?

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Edited by Rainbow Sheep, 03 March 2016 - 12:36 AM.

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#8
JackVandal

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Id like to see a Crystalline cave of some sort, or a proper forest,(eco don't count), or a small area on the top of a particular skyscraper in one of the mega cites.


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#9
Pelanthoris

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Tall buildings with gaping holes in them. A ruined city with ground far below the play area. Makeshift bridges between buildings. Buildings not made for mechs, but still housing something valuable worth fighting for. Corridors in buildings torn across multiple floors of offices, huge lobbies here and there. Places where only some mechs are able to fly from building to building. Something like that.

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#10
DeeRax

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Post I made from an old "new map ideas" thread:

"Vertical map idea, while taking SandSpider's idea into account: How about just a straight up mine? Centerpiece would be a vertical mineshaft, with lots of skinny platforms and ramps going up and down. It should be tall enough that if you fall from the top and hit the very bottom, a B-class would be near death (Without shock coils) (Sorry A-classes; don't slip!). For cover, you can have a series of inter-connected tunnels that branch off the sides of the main chamber, that also eventually link the top and bottom (To somewhat prevent one team from just camping up top and spamming explosives). Bottom of the shaft could be a bigger, wide-open cavern sort of thing. Anyways, just imagine like a giant ant hill or termite mound, except with pipes and steel beams and stuff.

Lore-wise, the Brommens chassis (i.e. The Assault) "was originally created to excavate Illal's hazardous mines." So it only makes sense that there be an actual mine to fight in.

Oh. and for lolz, the map can simply be named "SHAFT.""

I also second a space map.


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#11
asipo

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fight in ancient ruin!!


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#12
StubbornPuppet

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I'd like a long, relatively narrow map with two 'levels', that are basically three 'hallways'.  The one in the middle is more open, but with lots of misc. cover that is easily navigable.  The two parallel halls are tighter/more narrow, but provide many nooks and crannies for allowing rapid forward progression, but opportunities for slipping into cover.  The bases are at each end.

 

It would be even better if Hawken had a CTF mode.


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#13
crockrocket

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There were a few in this thread


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#14
The_Silencer

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For instance, for duels..


Edited by The_Silencer, 09 April 2016 - 01:35 AM.

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#15
LaurenEmily

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Summer bunker


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#16
SparkyJJC

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What I think would be cool is if they released the map that was used for the destructible environments, minus the destructible environments.

I believe Adhesive said that they did not add the map because once most of the map was destroyed, there was no real flow to it as there wasn't any cover and such. 

 

However a downside to this could be that seeing as the map was meant to be destroyed, its structure was designed in such a way to incorporate that (sort of how a building had multiple floors and to get to other mechs on other floor levels you had to destroy the floor. If we didn't have the destruction, the map would be difficult to maneuver maybe. 

 

Also I am not too well versed on game design so I am not sure how easy it would be to remove the destruction properties on everything. I'm not even sure if they have the map saved.

 

 

Just a thought!


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#17
StubbornPuppet

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For instance, for duels..

 

I've been there.  There is a surprising amount of topographical variety at Meteor Crater to work with for cover... and there is the entrance to the underground bunker at the bottom.  I made a FarCry map like it once where Capture the Flag (called Steal the Sample) was played where both flags were placed in close proximity at the bottom so that scoring was incredibly fast... but brutal.


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#18
DallasCreeper

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For instance, for duels..

What if there was something like this, a pit or crater, with a large building/complex in the center, with small, subterranean caverns and tunnels along the sides of the map? There could be scattered rocks and buildings for cover, possibly with the AA in the center structure. 


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#19
Shade__

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A giant sea ship that's out of fuel and falling apart  ?Don't fall into the water?


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#20
Flifang

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What about a small city, that has mostly just the building roofs and the streets between them to walk? Like not Prosk height buildings. A little shorter than that. Like, maybe just barely taller than the tallest C-class visually (as I know mech class hitboxes are all shared hence why you can shoot a sabo through a scout's nose). Maybe have some buildings that vary in height with areas that benefit both the highground and the lowground. Maybe allow the areas below the roofs a ridiculous amount of secondary cover like short subway tunnels or holes punctured through structures.

 

Another map I imagined was an underground bunker/Hangar. That way there would be areas that are made to house mechs, while also making areas that limit movement options, but could allow good flanking.



#21
The_Silencer

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Ancient cave/s


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#22
ArchMech

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generate concept design and accompanying art otherwise nothing will come of it


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#23
Darktim300

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Just do what Warframe did and introduce both space and underwater combat for the same maps we already have. Profit...


Edited by Darktim300, 12 May 2016 - 06:20 PM.

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#24
The_Silencer

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slow-mo fights?

 

nah..

 

maybe for eyecandy purposes only, if you wish...


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The difference between theory and practice is smaller in theory than it is in practice.






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