I've started my latest probably-never-going-to-be-finished project, making an RE LOTRish map. For those of you unfamiliar with this genre of map, players are either a nation or a hero.
Nations have a timed spawn, the quality and quantity of which are based on time played and castle counters, which you build and take a very long time to do so. Nations must protect their important buildings / spawn points in order to keep getting units to fight with. Most LOTRish maps use Arbiters to make mass unit management easier. I may or may not include them in this.
Heroes are as their name implies singular characters that can make special events happen, and can sometimes recruit reinforcements but nowhere on the scale of the nations. Think of a Nation as a battalion to the Heroes firing squad, if that.
This particular map in my mind is going to have three important factors:
Accuracy - In the city design, time line, and events. As an avid RE player this isn't too hard for me, but I'll make sure to double check my dates and times.
Balance - Always a killer. I hated in maps like Kerrigan's Fall From Grace how you could use the siege tank hero and scout+recall to do cheap stuff. Not happening here.
Immersion - To me this is a chief concern. Proper unit names, text formatting, unit placement, sound effects. This has to be a good RE map that will be of quality for the SENner types and flashy enough for the pubs to gawk at.
Right now I am compiling maps of Raccoon City from various sources. For anyone who's seen a map of RC, its very obvious at first glance that it isn't an ideal layout for such a map. But I think it can be done.
Example:
Here's one without the key:
However I think I'll flip the map's direction like so:
The RPD being more in the north with the forest/mountains to the south west should work out much better.
Players/Factions/Ect:
Force 1: Heroes
Players: 1, 2, 3
Allies: Force 1, Force 2
Enemies: Fore 3, Force 4
Unlike most LOTRish maps, players in the Heroes force will select their hero at the start rather than fighting over slots in the lobby.
Players may choose from three heroes: Leon, Jill, Carlos
Each player may recruit one side-hero: Claire, Mikhail, Brad
There is no set link between hero and side hero. Whoever gets to them and does the required action will receive them, but you can only have one.
Force 2: RPD / UBCS
Players: 4, 5
Allies: Force 1, Force 2
Enemies: Fore 3, Force 4
The RPD will command their officers as well as some police vehicles. The RPD had no access to tanks, artillery, or anything of that sort, so you won't be seeing it. Weapons on the officers will also be accurate.
The UBCS were equipped with assault weaponry and combat gear, this will be reflected accordingly. They may have chopper access, but again, no tanks or artillery, because that just didn't happen.
These two forces will focus on the defense of the city until time runs out. If they achieve this they will get a nice 'Victory trigger' ending, however the ending text will still be focused on that fact that despite their heroic attempt, the nuke is still launched on the city. The actual story will be followed to the letter.
Force 3: Umbrella
Players: 6
Allies: Force 3, Force 4
Enemies: Fore 1, Force 2
The Umbrella forces will consist of their private USFU teams that were used to complete various objectives before the tactical nuke hit the city. Umbrella's goal in this map is going to be to keep key locations and evidence way from RPD/UBCS teams, and making sure various BOWs are set loose to get the combat data they sent the UBCS in for. Their winning condition is to complete enough of these counter-objectives to make the nuke hit the city.
Umbrella will be one of the smaller 'Nation' type players, relying on smaller numbered USFU squads and BOWs, which they don't have a very large supply of. They'll be contesting with the Heroes more than the RPD/UBCS.
Force 4: The Undead
Players: 7, 8
Allies: Force 3, Force 4
Enemies: Fore 1, Force 2
The Undead will be your larger, swarm like kill-fucking-everything 'Nation'. Their goals will be the destruction of RPD/UBCS defensive positions and ultimately HQs in order to secure a quick victory. One should note that although they are allied with Umbrella, the early nuke ending is a defeat in their conditions, meaning they would probably not be actively aiding Umbrella in its goals. In fact, if all positions are being played properly, they'll have enough of a problem dealing with the RPD/UBCS. The Undead can lose if the RPD/UBCS manages to retake the Park/Forest/Sewers or if they do not exterminate them before time runs out.
This is all I've got thus far, screens and additional info will be added as I go. Input is appreciated.
Post has been edited 1 time(s), last time on Nov 30 2009, 4:10 pm by Excalibur.
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