Author Topic: Level idea  (Read 1064 times)

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Offline Zooch

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Level idea
« on: September 07, 2007, 07:57:09 PM »
I've been trying to read up on all things Mech for the past couple hours and found some very interesting stuff form the Wiki and from this site.  Granted that basic knowledge, I started to think of unique ways we can re-introduce the Mech game.  It seems to me that most, if not all, Mech levels are inside cities of some sort, with huge complexes to run around.  There may be a few jungle-based maps I'm unaware of due to my lack of time spent with the actual game.

nevertheless, I started thinking.  It's not often that I start thinking, so please critique this as necessary.

Backstory:

August 12th, 3120.  An unchartered border world has just crept into the Inner Sphere, registering on their graphs as an unidentified mass.  Interested in the new discovery and eager to claim any land within their reach, the Innersphere forces depart for this new territory.  Upon entering orbit, they quickly notice two things:  The land mass is almost completely covered in water, and there is an outstanding pull of gravity toward it.  The expeditionary forces decide that fighting the gravity pull would expend too much resources and leave them unable to reach a familiar area to resupply.

Because this new world was mostly covered in water, landing on the rocks that stabbed through the surface was hard.  The gravity made it much harder.  Because of this, only one of the three ships landed safely.  No signal could be harvested from the area, so reinforcements weren't coming anytime soon.  This left the Innersphere forces with few options.  They needed to search for and harvest enough fuel to supply the only fly-able ship off the planet.  The only option was down.

Little did the Innersphere forces know, the Clans had already landed on this planet just 10 years before, setting up mining and excavating operations all over the mass.  They had no idea the planet would move so much in so little time.  With relay points and jump ships already set up, the Clans were able to forward offensive troops to the area.  They needed to destroy the remaining Innersphere men and their ship before they could get off and alert the rest of the Innersphere to the Clans' presence.

The objectives:

Innersphere:

  • Excavate enough fuel/energy to pilot your last remaining ship off the planet.
  • Hold off the Clans long enough to gather the supplies and power the ship into orbit.

The Clans:

  • Gather the same fuel/energy to allow your jump ships to bring resources.
  • Destroy the remaining ship.
  • Eliminate all signs of Innersphere life.

The Land:

There will be buildings and such used for excavating the minerals and other resources as well as to house the equipment, so it will still have the old-style Mech combat, except with a couple twists.  The land will be mostly underwater, with small portions amphibious.  Due to the gravity issue, movement above water will be harder than normal.  Movement below water will be a different story altogether.  The gravity will be lowered, enabling faster movement and further jumps through the water.

Ending Remarks:

I'm sure there are parts of the backstory that have holes or might even be flat out wrong, I'm asking the mech experts to please correct me.  The other issue I see is that there hasn't been any designs of water-based craft or infantry.  Much of the models I've seen look as if they would only need minor adjustments, but I also realize how close you want to stick to tradition and wonder if having a battle underwater would be straying too far from that.

Thanks for your time, I know the post was lengthy.

Zooch
« Last Edit: September 07, 2007, 07:59:52 PM by Zooch »

Offline Tortured_Soul

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Re: Level idea
« Reply #1 on: September 08, 2007, 12:04:18 AM »
Change the Inner Sphere forces to an actual faction of the IS, for example the Draconis Combine or Federated Suns.

Offline death_grin

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Re: Level idea
« Reply #2 on: September 08, 2007, 12:10:14 AM »
Sounds interesting.  The IS forces don't need to be of a single faction because the whole IS team in MWLL is a mix of factions not just one.

+Level Designer!

Offline Tortured_Soul

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Re: Level idea
« Reply #3 on: September 08, 2007, 12:38:11 PM »
So it is, my bad.

Offline xKamikazex

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Re: Level idea
« Reply #4 on: September 08, 2007, 08:01:56 PM »
This is definitely an interesting idea. I very much like the water and underwater combat potentials. How ever I'm not sure how this will play out for infantry underwater. I know there is the possibility of 3D swimming, but I think the infantry will be too slow to match up with other vehicles. Perhaps there can be a planned how underwater complex for infantry to fight in?

I really like how you're outline is laid out like a story. It really gives the ambient feel of the environment. Now that you've gotten a general idea of the level, could you go more into detail with it? There are 3 things that I'm looking for in a level design concept...

1)MS Paint or Photo Shop - A top down view of your level and any multiple layers (levels) that your level may have.

For your map, I'd do it in two levels in one photoshop image. Both levels being 1024x1024, and then line them up side by side so the image would total to being a 2048x1024 image. The Left side would represent the lower (under water) part that could have underwater tunnels and the excavation points, while the Right side would be the upper (above water) part. This setup lets you match up any XY co-ordinates from both sections in order for you to make elevators or caves or any transitional you want to use to let players go from one level to the next. Of course since there will be lots of open water, players could just dive in.

2)Player Flow - This is like what you have already started in this post, but it'll detail out the specific locations of interest for each side to take. This Player flow is just an outline of if you were call yourself an Inner Sphere player, what would you do? Write a step by step of what you would do in order to win the match. And then the same thing is needed for the Clans. You should include the backstory you've written up to give you a total page could in word doc for this level design to be about 2-3 pages long.

3)Concept Art - Any concept art you can find relating to your type of map. In your case, you could google "Water world" or "3D renders - Water" or "Ocean". Concepts that don't need to be of your making, but just used to give an over all feel for what the map should look like.

With this type of map layout, you should read up on our Theatre of War game mode. It will give you a better feel for what the details on your map should have (Control Points, Spawn points, Main base - Don't worry about making an entire World map, just create one Action Zone). You can read about them in both our FAQ pages and our August News Letter...

F.A.Q. - Theatre of War

August Newsletter - Game Modes

I'm going to give you Apprentice Dev status for the time being to see what you can do with this level. Apprentice Dev will allow you to view our Dev section and read up on what we are developing.

If you have any questions, feel free to MSN myself or Death_Grin.