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Larger Archwing Maps + Water Maps–A Convergence Of Environments


(PSN)MoRockaPDX
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tl;dr: Exploring the idea of combining the larger Archwing map size with the forthcoming underwater map.

 

  I read or heard, the Dev's, saying that they where excited about using the larger maps developed for Archwing. First thoughts are to use them for a crossover with tradition exterior maps, providing close air support ground units and securing air superiority. That would be excellent, of course.

 

  Taking this idea further, the new underwater tileset being developed could have interesting results.

 

Example 1, shows the map zone using the larger, Archwing space, and maximizing the ocean floor.

 

aLLdLAu.png

 

  This provides are large body of ocean water for the players to explore and a large ocean floor to interact with. However, it also only uses half of the potential map space.

 

Example 2, adds a ocean surface. Creating a subsurface zone and surface zone that players can cross. 

 

kMQgAd2.png

 

  Here the ocean floor uses about 1/3 of the map zone, so ocean floor is sacrificed to use more of the over all map space, and provide both air born and submersible gameplay. (Note: Archwings would likely behave differently in atmosphere than they do in space, but generally it just needs to show engine thrust to maintain hover when not in motion.)

 

Example 3, creates a more even blend of the three player zones, air, ocean subsurface, and ocean floor, respectively. 

 

imkgHGI.png

 

  While this uses the most of map space, the air zone would have a lower artificial max altitude.

 

  Adding the larger Archwing map size and creating three player zones creates many interesting level design opportunities. 

Player entering in the sky could have airborne patrols to destroy or avoid while they approach attack vector. Surface ships could provide both environmental touches and platforms for enemy NPC's to harass the players.

 

  Islands could rise from the ocean floor to the ocean surface, maybe even an active volcano! Or, if the region supports it icebergs could be floating across the ocean surface.

 

  Dynamic day and night cycles, and dynamic weather for both clouds and wave formation would be a nice touch.

 

  For sub-ocean surface, there can be submersible enemy ships, ranging from large submarine vessels, to small fighter craft. Underwater sea life, like large mega-whale-like creatures, or down to pods of smaller aquatic life.

  Ground formations, like canyons and shelves for players to wind through and perhaps avoid detection or mines with. Further, sea trenches, underwater caves, and caverns, could be used to utilize the space below the ocean floor surface.

 

Possible Level Design Scenario

  This concept utilizes most of idea I mentioned above. Map uses the example three arrangement.

 

Night time Sky box, Aurora Borealis. Faint sign of the orbital space operations collecting mining goods and energy at the space elevators terminus.

 

One side of map has an active volcanic island, currently in process of erupting. Volcano is being used by Grineer to tap geothermal energy to power undersea base operations. The volcano is tapped at the ocean floor level, and thermal energy is piped to a facility roughly located at the center of the ocean floors surface. The large sprawling ocean floor-facility, sits in a lowered sea shelf, and  processes cloning operations and acts as a HQ for mining operation on the ocean floors subsurface. The base is surrounded by trenches and canyons.

 

  From the base is a large elevator that raises power cables to a floating surface platform. This platform is the base of a space elevator that continues the transfer of power and mining cargo to awaiting space vessels in orbit. 

 

  The volcano is producing a large volume of smoke and ash that is blowing across the map, and could provide cover for players to approach through the air undetected. Air and sea-surface patrols protect the facility. Below the surface there are submersible ships and fighters patrolling the ocean sub-surface, and surface vessels also provide sub-surface support via detection and depth charge attacks. Obvious approach vectors to the ocean base are minded, either slowing approaches, or forcing players to explore the canyons, trenches, for alternative approach vectors.

 

  Below the undersea base is a massive Rubedo geode (crystalized cavity). Essentially making a mining operation inside a Rubedo-made crystal cavern. Though, parts of this cavern could be submerged this one isn't intended for Archwing/Sharwing activity.

 

 Mission objectives could be placed at any level or even multiple levels. Capture targets could be on the ocean surface, ocean floor, or ocean floor sub-surface, for example.

 

http://redd.it/2wppf8

Edited by (PS4)MoRockaPDX
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Saw your post on reddit too, think this is a great idea!

 

  Thank you. Seems like a natural concept to explore. I can't think of any immediate hurdles that would prevent this from being done, though I acknowledge it would be a lot of work. That isn't any reason not to explore it.

 

  What I am less aware of is details of the Archwing map design. How big is it?  Is it spherical or a cube? These are the thing we must know.

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