New sPVP map idea

New sPVP map idea

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

==Shadow Cavern==
-Location: Dark cavern with various pillars, machines, and scafoldings leaning towards a construction project from miners to collect earthly metals.
-Game Mode: Conquest
-General Map layout: 3 set floors, the 2nd floor being the main floor where both teams’ spawn pools lead to and where 2 of the 3 capture points are (Spawn pool is a guard tower that you drop off of to enter the arena). The 3rd floor being a high risk for falling from ledges and leading to a capture point. The 1st floor is a dark tunneled section with “quick” paths towards various places in the 2nd floor. The 1st floor is accessed through various pits throughout the 2nd floor. Both the 2nd and 3rd floors arn’t leveled and are a bit more tricky to navigate while the 1st floor is mostly a striaght shoot towards the other ends.
=Map specialty: Power. No, not the stat power. Actual electrical power. Power is used to make travel through a particular area much more troubling, which effects both teamates and allies so cooridnation is important. Some areas have light switches, when turned on the affected area has lighting and nothing special. When turned off, shadow skelk will appear and attack anyone passing by. Other areas may have a large lever which when turned on, wires on the ground of the affected area start sparking crippleing anyone passing over.
-Skelk: They spawn only where there is no light. Skelk are comparable to the sharks in Raid on the Capricorn in terms of dmg/defences. Depending on the size of a dark area, it may have numerous shadow skelk. Skelk only have a bleed slash skill and a normal attack. Skelk will not follow anyone into lighted areas.
-Wire traps: Only 3 of these are around. When turned on, they cripple and lightly damage anyone passing by for 1 second every second they remain in the trap. Trap lasts for 15 seconds and then take 2 minutes to recharge. The switches to these are usually near a capture point or point of high interest such as "the quickest path to " point A or point B. They will be something a team can work with to slow down incoming enemy reinforcments giving them more time to fight a point. * Some paths are free of any control but usually arn’t the most time efficient routes or best escape routes. These paths will not have a trap or a controllable light fixture*
-The 1st floor: completely dark and offers no light. However, the appropriate entrances of each of these pits leading to the 1st floor have a blue torch on the wall that can be picked up by players. Some notes on the 1st floor:
-Torch acts as a enviromental weapon and offers no weapon skills but simply having the torch on you will scare away shadow skelk and keep you safe (from them atleast).
-Once dropped, it offers light for only 10 more seconds unless it is picked up again. If not picked up after 10 seconds it dissapears.
-The 1st floor has a few unlit lanterns throughout. They can be lit by pressing the action button (defaul [F]) while you have a blue torch in your hand. The light from them will last 15 seconds scaring away skelk from it and then burn out. Light time does not stack in duration, but will refresh if you relight before it goes out.
-Some unintended entrances to the 1st floor are around such as drop offs.
-Most paths are a generally straight path to various locations to the 2nd floor, and 2 paths lead towards a uneven climb towards the 3rd floor.
====The center of the map: This is a large opening with a broken roof, allowing natural light in (so cannot be affected by light switches even if there were some). Along the edges are some scafoldings or paths leading towards the 3rd floor. The center of the map on the 3rd floor is a capture point, a large rock held up by a pillar and slightly rugged on top. Falling off this rock will cause you to take falling damage but nothing severe.

Summary: Large cavern, with many wide tunnels leading to some tricky but potentially life saving routes. The key control of this map is of the switches, if your team can coordinate to them it can drastically help or hinder.

I am working on the actual design on google sketchup (dull program but its all I got.) If you’d like to see it, I will gladly post it once ready.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”