
Feature Set: Three different classes: assault, support, and a scout. Customizable warfare events, environmental obstacles, and an army of never ending soldiers.
Most warfare maps use vehicles as a crutch. With this game we are taking out the vehicles, lowering the size of the map, and adding kismet scripted bots to change the aspect of 'warfare' to create a different play style in the warfare game type.
Architectural Style : Neobyzantine
Warfare Layout:
-Two bases containing the power cores for each team
-Three main lanes that allow travel between the bases
-Warfare objective nodes will be spread out through the lanes
Path 1:
-Highest elevation of the three lanes
-Waterfall location
-Contains one power node
Path 2:
-Middle lane provides straight shot to other base
-More open, but contains two towers to slow progression
-Lower and higher path
-Waterfall creates a river/stream to cross
-Contains one power node that controls a main bridge
Path 3:
-Tighter space, but still open
-Dark area (attach spotlights to players?)
-Contains glow worms
-Contains one power node
-Destruction events: stalactites
Events: Power Core, Power Node, Destruction
Power Core – Using team work overcome an obstacle to get to the core
Tower – Defensive structure that can be destroyed
Destruction – Example: shooting stalactites down
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