Data Theft Map Concept
Posted: Wed Aug 22, 2012 2:33 am
I have an idea for a map, and wondered if it was possible, and if so, if it would be of interest to players.
A heist, let's say players raid a combine base. The goal is to steal something, let's say plans for a combine super weapon.
Gameplay wise, the map would be in 3 or 4 stages. You go into an area, have to hold off waves of enemies until a timer runs down, at which point the next section opens, and you do it again, until you get to the last stage, where you simply have to escape the map.
The twist involves points. Players get points for a killing things and healing in usual OC fasion, as well as using combine terminals around the map. Let's say they are stealing other bits of sensitive combine data. The points can then be spent on various things, such as unlocking better weapons for the team, making cover appear, spawning a squad of friendly NPCs, lives for your team ect.
This creates a risk reward system of hacking terminals, teamwork (you need cover while you hack), as well as re-playability as you try different combinations of buys.
Technically, the map would work with alot of buttons activating either wall_toggles, entity spawners or NPC_makers. Enemies would spawn in waves based on time so the players aren't under constant pressure.
I'm not sure if it is possible to have multiple timers running at once. If buttons can be made to only activate when the player has X amount of points. I'm also not sure what would be the best way to scale the points/AI based on player count. I'd also need to figure out how to make combine come out of the ceiling or burst through walls to stop players camping at doors.
Let me know what you think or if you have any ideas for the map.
A heist, let's say players raid a combine base. The goal is to steal something, let's say plans for a combine super weapon.
Gameplay wise, the map would be in 3 or 4 stages. You go into an area, have to hold off waves of enemies until a timer runs down, at which point the next section opens, and you do it again, until you get to the last stage, where you simply have to escape the map.
The twist involves points. Players get points for a killing things and healing in usual OC fasion, as well as using combine terminals around the map. Let's say they are stealing other bits of sensitive combine data. The points can then be spent on various things, such as unlocking better weapons for the team, making cover appear, spawning a squad of friendly NPCs, lives for your team ect.
This creates a risk reward system of hacking terminals, teamwork (you need cover while you hack), as well as re-playability as you try different combinations of buys.
Technically, the map would work with alot of buttons activating either wall_toggles, entity spawners or NPC_makers. Enemies would spawn in waves based on time so the players aren't under constant pressure.
I'm not sure if it is possible to have multiple timers running at once. If buttons can be made to only activate when the player has X amount of points. I'm also not sure what would be the best way to scale the points/AI based on player count. I'd also need to figure out how to make combine come out of the ceiling or burst through walls to stop players camping at doors.
Let me know what you think or if you have any ideas for the map.