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renleech
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 Hello to everyone reading. I don't know if this is the right place to post this, but i have a few ideas about tilesets for the game. Here are some:

 

Corpus Temple (Neptune and very few parts of Mars)

 

 Similar to the corpus ship design, but quite different. More decoration, indoctrination chapels(amphitheater full of angry crewmen), merchant shrines exalting profit, fortified rooms (executive offices maybe?) with many large windows, staircases and sentry guns, some of them heavier.

In these maps, some of them have inner sanctums with orokin tech under study or worship.

Huge glass mainframe rooms, marble floor and walls. An inspiration is the Combine Citadel in Half Life 2.

 

Corpus Shipyard

 

 In these maps, we can see large portions of the outside, with LARGE ships under construction or repairs. When i imagined this, a major portion of the maps involve catwalks, cranes and open cargo elevators. These open spaces can have atmosphere due to special gravity bubbles holding air. The workers can access the hulls of the new ships without cumbersome pressurized suits this way.

 My inspiration is Junction from Frank Herbert's Chapterhouse Dune and Kuat Drive Yards from Star Wars expanded universe.

 

Red planet

 

DE says Mars is terraformed, but is shown still red. Then, a few tweaks on existing Corpus outpost tileset can make the suface coherent with the view from space.

 Making Mars coherent with lore, where are the orokin derelicts? All in space and nothing on the surface? Boring....

 

Forgive the mistakes in my far from perfect english.

 

Please comment and feel free to add your own ideas!

Edited by renleech
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When i started this, i was not talking about correcting old things. In truth, i have no hope for renovations in old designs. So, i move on and propose new things in hopes DE read something.

 

 Now there's another idea:

 

 Grineer Labs (Uranus)

 

 Similar to Grineer galleon, but this time it's a space station. the highlights are the cloning vats where the player can see the clones in different stages of formation. In this, i did not imagine them as children in a vat. Instead, i thought of them as produced already adults. Many vats present show the industrial scale of grineer "breeding".

 Transparent pipes where nutrient fluid is transported to machinery can be seen at the ceiling.

 Now it gets really grity. Some sections can be waste dumps where malformed clones are thrown to rot without ceremony.

 Other sections can be surgery rooms for augmentation. Sometimes clean, sometimes bloody as an abbatoir, in these rooms the player can see the augmentation tables or racks or even run through assembly lines. Some pieces look like torture devices. On the walls, Sargas Ruk's motto: "Flesh is the flaw!"

 In this map, i imagined grineer sentry guns. Unlike corpus version, these throw grenades or flames at intruders and roach-like creatures who roam the holes of this nightmare factory.

 Tyl Regor's arena can be his personal lab.

 My inspiration came from Quake 2 & 4

Edited by renleech
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 Another idea came to me:

 

 Ice world (Europa)

 In this tileset, rocks are non-existent. The map, except the human-built installations, is pure ice. Artificial caves, perhaps laser-cut are most of the scenery. Some are narrow tunnels, some are big domed spaces where Corpus research their newest toys. Some caves are open where the player can glimpse the outside. Not much to see except an austere beauty in ice landscape and clear night sky.

 Since Europa is rich in ice, a little lore could be added telling us this is a water source. A sabotage mission would make sense this way.

 With large, i mean LARGE indoor space, perhaps Raptor drops could stop being an issue, if the corpus outpost is abandoned for a new boss arena. However, such large space can be very challenging in this fight.

 

After posting my ideas, i wonder: If DE by miracle decide to add all my ideas, which of them are possible? Remember, the Evolution engine is powerful, but not without its limitations...

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 Hard to imagine this, but not quite, considering lore.

 Forest enviroment where? Earth, a ravaged world? If bio-domes are considered, ok. Unless, of course, we try to imgine flora adapted to the technocyte virus, totally or partially modified.

 Interesting details could be added like swamps, jungle mist and agressive flora. A little cliché, but makes the world rich.

 Plant life unaffected by the virus could be an initiative of some party interested in restoration. As a source of food, clean air, many possibilities. And grineer and corpus seeing this as an asset ripe for plunder.

 A forest scenario could be a bio-dome to be defended from raiders, sabotaged to be purged of t-cyte virus strain, or raided to acquire samples of oxygen producing plants.

 

 In terms of graphics, does the engine support jungle?

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  Jungle environment are unlikely to happen, sorry to disappoint you all who are hoping for this. WF universe is restricted to our lovely Solar System and if I recall correctly there are no planets full of various flroa to create jungles :( Same goes for Earth, that according to lore is devastated by Grineer Empire ( heart of Grineer Empire), so it can jsut fuel our imagination what is there ( ruined cities, Grineer Settlements, cloning facilities etc). 

  Secondly, Corpus was said to get new tile-set pretty soon, with Corpus themed villan ( dunno how to call him) or someone with familliar role to play as Cpt. Vor ( possibly Alad V.) Just watch last livestream. Futhermore, DE is working on more drastic problems now so don't expect new tile-sets too soon. Maybe in a few months they will add specific updates :D 

Edited by darkhades2012
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No gravity could be nice, but time-consuming in development. First, make the frames vacuum-proof. Then, creating movement in space. If you-re talking magnetic shoes, great! But true space walk, well, DE would need to create a movement system similar to DS. In this situation, the line beetwen copy and inspiration is blurry. I don't know about you, i don't want to give money to EA.

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Grineer Skyscraper

 

- Home of Grineer Officers and Twin Queens

 

Grineer Flagship

 

- Biggest ship of the Grineer Fleet (could be used as a tileset for General Ruk)

 

Orokin Ruins

 

- Old temples and structures belong to the extinct Orokin, now infested with various raiders and wildlife

 

Infested Lair

 

- Home of the Infested Matriarch

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About your ideas i can imagine some stuff:

 

 Grineer skyscrapper (Earth)

 

 Dominating the landsacpe, these monolithic fortress buildings are more than simple fortifications, they're the symbols of grineer dominance and ambition.

 Gun turrets, battlements and spiralling ladders (a little medieval, i admit).

 Some areas are outside platforms and give a panoramic view of the wasteland Earth is with ruined cities, industrial excess, dried seas and ash dunes.

 A perfect scenery for Hek's arena and a video introducing the queens(i hope someday, my hunger for lore never ceases).

 

 Grineer flagship

 

 Game lore says Ruk is a major orokin artifact hunter. In truth, i believe a cargo ship full of orokin relics makes more sense. i'm short on ideas about grineer ship interiors (anyone please fill this gap).

 

 Orokin ruins (Earth, Mars)

 

 In this case, DE took a step. Wait for update 10. If you're talking about surface ruins, good idea. In this case, i see the architecture corroded by time and erosion, dried rivers leading to an ancient city. The buildings, cracked and burned in a war long forgotten. A few entire windows and rusted metal porticos are the few surviving items of a glorious past. Lots of agressive fauna took the ruins as home or breeding ground.

 

 Infested hive

 I need to imagine something that is not copy of Starcraft and Warhammer 40K. Ask me later...

 Do the infested have a matriarch in lore?

Edited by renleech
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I got another idea:

 

 Dig site (Mars)

 There's a tile in corpus outpost where an orokin ruin can be seen partially covered by rocks at the bottom of a hole. This gave me inspiration.

 On Mars, a spawling dig site.

 Part surface, where cargo ships (corpus of course) await the bounty. Landing platforms, cranes and machinery. Sensor pods replace cameras and excavation entrances dotted with mines. half-buried ships from the past can be another detail. The orokin design is sleek and streamlined, unlike the bulky corpus ships, despite the rust.

 Part underground, with orokin ruins partially discovered mixed with caves. Improvised illumination keeps the pitch black away. A contrast of orokin architecture and bare rock can be intriguing. Ancient vaults full of traps catch hapless raiders.

 On these maps, grineer can appear as competitor raiders coming to rob from corpus exactly what the tenno want.

 My inspiration for this was Aliens(movie) with the derelict alien ship on the moon's surface and the final parts of Doom 3.

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Indeed. even better can be a simply mundane scene where crewmen can be seen going to their work stations and such(remember, we Tenno are supposed to be infiltrators). But i wonder if this scene can be made without being too demanding for the system. Let's remember some players don't have powerful pcs.

 

Another idea:

 

Death Field (Earth)

 

 The landscape is an ancient battlefield. Sprawling and large like Phobos, littered with derelicts and ancient war machines, well, what's left of them. Trenches and bunkers in varied states of repair, some are barely standing, others are rubble. Perhaps remnants of sentient technology beyond repair(i will not speculate about the nature of the sentients and wait for the lore).

 Local hazards can be toxic waste puddles, sand storms and highly volatile abandoned ammunition apparently harmless until a stray shot hits them.

 For this map i imagined a raid mission becoming a survival run after getting the artifact. But unlike the current raid mission type, the dangers are not only enemies. A larger danger is present.

 Local fauna, but not decorative like desert skates. My idea is large, numerous and very deadly creatures. These are energy leeching creatures, lured by the artifact carried by player like moths to a lamp. When close, they drain shields and energy of players and enemies. Quite slow, but BULLETPROOF and more dangerous than toxic ancients in close combat. In this situation, leaving some grineer alive may be interesting, as AI is dumb and they will attack the predators without effect providing the necessary diversion. Quite fun must be to watch the hapless lancers being torn to shreds! To enforce the survival nature of the mission, the local predators don't give xp and are infinite too. Stand and fight is a foolish tactic here...

Edited by renleech
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I have a new idea:

 

 Asteroid City (Ceres)

 

 The mining asteroid is good, but can't we have an asteroid used as civilian dwelling?

 In this asteroid map, players can begin their incursions through maintenance tunnels and arrive at a large indoor space where a multi-level city is built. Some houses are caves with doors and windows. Lots of staircases and sometimes the buildings are located at the ceiling, not the floor.

 The first odd feature: if this is a civillian settlement, where are the civillians?

 The answers are the piles of burned corpses abandoned on plazas, destroyed homes and shops, a clear sign of a rebellion utterly crushed by the grineer.

 Some parts of the asteroid are very dark, with improvised illumination. Here players can see sometimes hints of concealed doors, where civillian survivors and resistance members are hidden.

 The sewers can be visited too. Here, light is provided not by lamps. Bio-luminescent algae on the walls give a sick green glow to the tunnels.

 A grineer docking bay can fit in this scenario. A new dropship design can be introduced, a larger ship used to unload more trops(grineer are all about numbers, remember?). In the hangars combat vehicles can be seen too but are deactivated. (i don't know if grineer use tracked or walkers for armored combat, but this opens a possibility for mini-boss) This is a part of the asteroid where metal dominates walls and floor, the civillian areas are, most of the time, bare rock.

 

My inspiration for this were the underground cities of Capadocia and fremen settlements of Frank Herbert's Dune.I hope you readers like it.

Edited by renleech
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Wait for the livestream to get the answers you want. I've given here my suggestions.

Another ideas:

 

Corpus cargo ship rework(see reply #2 by Boatsniper of this thread)

 

 My ideas are just additions like DE made to the grineer galleon set.

 - a maze-like cargo hold full of containers(shoot the wrong place and MOAs spam from the containers)

 - engine room (faulty engines can throw sparks like Volt's shock , destructible plasma conduits and a little of parkour)

 - bridge (panoramic view of space outside)

 - secret cargo holds like Void treasure rooms

 

 Grineer command ship(Sedna, Earth) (see reply #11 by Crimson_King256)

 

 Simply more additions to the grineer galleon set, only appearing in certain maps, like assassination missions

 - access to the boss arena is through a barricated room. here the grinner soldiers have a terrain advantage over the player. Not forgetting the rat's way through ventilation shafts to circumvent the security.

 - gun turrets, roller deployers on walls(hateful, i know, but they're destructible)

 - garage with ground vehicles ( a little variation even if it's only scenery)

 - ammunition storage, with conveyor belts for large anti-ship projectiles

 I imagined this because some bosses like Kela de Thaym, a member of the court, located inside backwater mines don't make sense.

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  • 1 month later...

I have more ideas. All are additions to the current tilesets

 

Deep mine (Mercury)

 This addition to the grineer asteroid tileset features a maze-like set of caves and mining tunnels with less technology inside, since you're visiting a part of the complex where the rich veils of minerals are located. Other elements are tram lines, cargo elevator shafts.

  I mentioned in previous posts of this thread remnants of orokin structures underground. Do you think the Grineer dig so deep just for ferrite?

  Other installations, this time at the surface, can be large solar power plants, hazards of exposure to direct sunlight included.

 Livestream 16 introduced a lore addition for the future: a grineer underclass. In my personal opinion, the Grineer society is somewhat similar to ants. Each caste with a specific function. Some places of this new tiles i'm suggesting can have scenery, like  part or totally artificial hollows where the underclass live and toil without ever seeing the light of the sun.

 Unlike common grineer asteroids, we enter these maps through large holes at the surface, large enough to serve as docks for cargo ships coming for the ore. The docks don't need to be at the surface of the planet, if an orbital elevator is involved. (My knowledge about Mercury is rusty, so correct me if i wrote any BS and orbital elevators are not possible there).

 

 Inspirations: coal mines in real life, dilithium mines in Star Trek Nemesis, "Lucky Starr and the big sun of Mercury" by Isaac Asimov.

 

 Nef Anyo's arena

 In this small update of the boss arena of Corpus outpost i'm suggesting, i am trying to be more accurate with the lore about this boss. It requires a few modifications in Anyo's behavior, transforming him into a coward or a true gerrilla fighter, depending on your point of view.

 In this idea, i imagined the arena full of warframe cryopods, all of them DESTRUCTIBLE. If a single one is destroyed, mission failed PERIOD! And Nef Anyo, in this situation, not only cloaks, but uses the cryopods a s cover for him and his goons, constantly hitting and running. To make things easier, this time unlike defense, corpus guns DO NOT damage the pods.

 After reading what i just wrote, i wonder two things:

1: Does my idea look like a defense where we players are the attackers?

2: Is this idea better posted in another category of feedback?

 

After defeating this not so lame boss again, do you think it's over? No! This time, Lotus offers you the chance to escort the cryopods to a nearby landing platform, one by one. This is entirelly optional and very hard, with large waves of high level enemies(50+) and guaranteed rare mod drop, not counting corrupted and survival exclusives of course. After the pods are secure, go to extraction normally and mission ends.

Edited by renleech
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