Small challenge map design brainstorm
Posted: Sat Dec 03, 2016 11:26 am
I kinda noticed that we have very few small maps and the ones we do have are kinda shit.
I think a small map needs a different design philosophy from large maps to keep it interesting, the map should be a lot less self managing to make things interesting for the crew.
I also think an important aspect of small map design is to really carve it up into smaller spaces without many windows so you get that claustrophobic feeling.
My concept is to make a ship map. The ship is surrounded by transit space to really increase the claustrophobic feeling. Also I want the ship to be severely damaged at roundstart so the crew is FORCED to work together. Significant portions of the ship are barricaded/exposed to space or infested with hostile lifeforms.
I have some concepts here that in my opinion would make an interesting small map, (although some might require more custom coding than they are worth):
1.Engineering
Power should be a major issue, should require maintenance and preferably multiple sources.
at roundstart only a generator with limited plasma is available. It provides some power but will run out soon
The major power source will be a turbine, however the fuel for this is limited and located at the other end of the ship, meaning plasma will have to either be transported in cannisters or a pipeline has to be laid through the ship.
The ship went through an asteroid field that ripped off its solar panels, and only a fraction of them remain, they require repairs and even then only provide like 20% of the stations power needs
My plan is to give the ship no SMES so not wasting power becomes a thing.
2. medbay
Medbay has chemistry, a sleeper and a surgery room available. The room with a cryo tube and cloner has to be reclaimed. The only medbay job is the doctor
3. Science
Science has a research machine an a very small xeno department. There is no toxins bomb making, to get materials the cargo bay has to be reclaimed.
4. kitchen
There are no vending machines, kitchen has some food and livestock and a botany area for growing more.
5. Cargo:
Cargo bay is completely overrun but has a lot of materials, there are 3 cargo bays warehouses each with progressively more hostile creatures.
6. Air. Air is precious, the portable air tanks on the station are small emergency airtanks
7. Evac. I dont think a normal evac shuttle works with this concept, I want 2 pods that can be launched after a 5 minute delay (unrecallable after 2.5) The pods launch after this period and after a very short transit of 30 seconds arrive.
Thats about it for now course the concept needs some more odds and ends.....
I think a small map needs a different design philosophy from large maps to keep it interesting, the map should be a lot less self managing to make things interesting for the crew.
I also think an important aspect of small map design is to really carve it up into smaller spaces without many windows so you get that claustrophobic feeling.
My concept is to make a ship map. The ship is surrounded by transit space to really increase the claustrophobic feeling. Also I want the ship to be severely damaged at roundstart so the crew is FORCED to work together. Significant portions of the ship are barricaded/exposed to space or infested with hostile lifeforms.
I have some concepts here that in my opinion would make an interesting small map, (although some might require more custom coding than they are worth):
1.Engineering
Power should be a major issue, should require maintenance and preferably multiple sources.
at roundstart only a generator with limited plasma is available. It provides some power but will run out soon
The major power source will be a turbine, however the fuel for this is limited and located at the other end of the ship, meaning plasma will have to either be transported in cannisters or a pipeline has to be laid through the ship.
The ship went through an asteroid field that ripped off its solar panels, and only a fraction of them remain, they require repairs and even then only provide like 20% of the stations power needs
My plan is to give the ship no SMES so not wasting power becomes a thing.
2. medbay
Medbay has chemistry, a sleeper and a surgery room available. The room with a cryo tube and cloner has to be reclaimed. The only medbay job is the doctor
3. Science
Science has a research machine an a very small xeno department. There is no toxins bomb making, to get materials the cargo bay has to be reclaimed.
4. kitchen
There are no vending machines, kitchen has some food and livestock and a botany area for growing more.
5. Cargo:
Cargo bay is completely overrun but has a lot of materials, there are 3 cargo bays warehouses each with progressively more hostile creatures.
6. Air. Air is precious, the portable air tanks on the station are small emergency airtanks
7. Evac. I dont think a normal evac shuttle works with this concept, I want 2 pods that can be launched after a 5 minute delay (unrecallable after 2.5) The pods launch after this period and after a very short transit of 30 seconds arrive.
Thats about it for now course the concept needs some more odds and ends.....