DimmestBread
04-13-2009, 11:00 AM
Forging Ideas
Have any ideas that you would really like done, but are to lazy to make?
Have any ideas that you want to make, but already have to many projects?
Have any ideas, but don't have the forge ability to make them?
Well, here is a place where you can share them. This thread is here so you can post ideas that you have, but aren't making, and will probably never make. That way, people can search through this thread if they are out of ideas, and take them as their own. If you have a layout made of it, post it here so people can better understand your idea.
Disclaimer: If you post an idea here, anybody else can use it, without asking your permission. Although, a mention when it is posted later is highly encouraged. Also, multiple people can take one idea. There are no "dibs".
It's as simple as that. When a new idea is posted, I will update this post, and the couple under that I will reserve, with that idea. If we get enough, I will categorize the ideas so if you have a certain map you want (like competitive), you can look for the right idea.
Each idea will be marked with an asterix.
******************************IDEAS**********************************
*We've all seen mazes and puzzles where you are walking around. Try making a maze that you have to complete while your flying a hornet.
*2 mapped game:
How about this, a map with 2 levels. The top level being open and having a sort of Last resort feel to it, with plenty of Vehicle room, and ironically plenty of vehicles. ;) Then all around the map there would be small holes people could go down, taking them to the lower level. This level would be extremely tight, sort of like guardian or Eptitaph. It would most likely just be a slayer game, I can't see any objective games going on.
Now that I think about it, you could have the holes all blocked off, and 3 minutes into the game, the holes would open, the spawns would get blocked off in the upper room, and the spawns in the lower room would get unblocked. Thus, 3 minutes into the game you would change strategies dramatically.
If you had barrels ontop of each spawn in the lower room, this would stop players from spawning down there. Then after 3 minutes, fusion coils would spawn, fall, and knock the barrels off of the spawn points, and boxes would spawn over the spawn points in the upper layer to block them off. If you could manage to get 1 fusion coil to knock over 3 barrels covering spawn points, you get a total of 48 spawns in the bottom layer uncovered for use.
Sadly, having blocks spawn over the spawns in the upper layer might cause some problems, as people might be spawning, and the boxes spawn, covering them, they get shot out, and get out of the map. This could be fixed. You could have all the teams spawn in little rooms over the side of the map, and have grav lifts pushing them out into the map, thus there would be a small chance of getting put in one.
As far as I can tell, this would work, but there is a reason I posted this idea here. It's for you. That's right, I'm giving this idea to you, right there in front of that computer screen, you get it. I always come up with ideas, and never make them, so I'm sharing them to someone who might make it. OR you can just discuss it in this thread. ;)
If you don't want to make this idea, then it will just be a stupendous idea that never got built!
*Ultimate duck hunt:
I presented this idea in the skype chat, so this might be old news for some of you guys.
Basically, it is territories. The map takes use of all 3 areas of the map, though not on purpose (I didn't create this idea just so I could be like: "OH YEAH! I made a map with all three layers of sandbox!")
Before I start, I'll explain the areas. There are two territories in the crypt, on opposite sides. There are 2 spawn areas with shield doors for roofs in the middle layer, on opposite sides of the hole leading to the crypt. There are two platforms in the skybox that look down onto the middle layer, with teleporters.
The attackers spawn in the middle layer, while the defenders spawn in the skybox looking down onto the attackers from both sides.
The attackers must then dodge and dash from sniper bullets that the defenders try to hit them with, and try to get down to the hole in the crypt.
Once in the crypt, they must travel to one of the sides to get to the territory/teleporter that takes them back to the start. There is a little cover that protects them from the defenders.
The defenders have a teleporter that leads them into a very small room that looks over the crypt. Once in this small room, you cannot leave, and only one person can be in it at a time. When it is almost the end, a grav lift spawns pushing something out of the way for another platform in the crypt, making it so that the defenders can go down and back as they please.
While the attackers go down the crypt, they hit a custom powerup, lowering their shields, making it so that they can only take one hit. This makes the lower level harder.
If you don't get it, it is basically an ultimate Duck hunt. On each of the middle and crypt, there is some cover the attackers can hide behind.
I really want to expand on this idea, and eventually make it, though I don't think the idea is finished. Feed back and ideas are VERY much appreciated.
If you'd like a better description, just ask.
*Sky Battle with alternating bases with different games:
O.k. so I was sitting in church today thinking about halo.
I thought of this map, It is going to be Symmetrical when playing symmetrical game types like Team Slayer, Multi-Flag, things like that, and non-symmetrical for 1 sided game types like 1 flag, one bomb, or maybe even infection now that I think about it.
This map is also vehicle based, where the main things to get your hands on are hornets/banshees and lasers/missile pods.
Like many ideas, this one takes place in the Skybox.
This is my idea for each different type of gametype:
Symmetrical:
Two bases, exactly the same, mirrored vertically and horizontally that are a few boxes above the bottom of the skybox, allowing vehicles to fly under it, and enter through the holes in the bottom. Each base has a walkway that leads to opposite side bases that have Spartan Lasers.
Also a unique feature I will add to these side bases are 2 sections. One part of the base will have vertical cover, protecting whoever enters from vehicles, and no horizontal cover, leaving them vulnerable to snipers/enemies on the other base. The other section has the opposite, with horizontal cover and no vertical cover. (protected from snipers/enemies, vulnerable to hornets/banshees.
For these games, the main bases, where the flags/bomb plant points are located will have 2 entrances. One entrance is along the walkway that leads to the side base, and the other, is a hole in the bottom of the base where only hornets and maybe banshees can enter.
That basically sums up my symmetrical map, here is a VERY basic concept image of what the bases would look like from above.
I repeat, this is an aerial view
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg)
Now onto...
1-sided:
With 1-sided variants, one half (the Attackers side) will remain the same and The defenders base will be improved with more Defensive parts/entrances. The defenders side will be changed in these ways:
:: A second Side base ::
:: An extra turret/missile pod ::
:: A bigger bottom entrance hole with a larger pressure point ::
:: More equipment ::
With that in mind, here is the aerial view of the 1-sided variant of the map:
NOTE: THIS DIAGRAM IS INCORRECT, THE ATTACKERS BASE SHOULD BE LABELED AS DEFENDERS, AND VICE VERSA
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg)
That is my idea, anyone have any comments/questions/ideas?
I'm gonna go ahead and add something that I forgot.
Inside the base, there is a hole in the bottom like I mentioned above. Along the outer area of the base there is the exit that leads to the side base, but there is also another exit where you go to the top of the base where there are hornets/banshees to fly and maybe a turret or a missile pod. I want it so that you cannot enter the base if you landed here, so I will either make the entrance/exit a teleporter with receiver node at the top or a doorway with a gravity lift and a shield door right in front of it so that you cannot destroy it from the outside.
*VIP Hunt:
On this map, there will be 2 boxes in the center, each box is closed off so that you cannot get out or in, but you can see out of each opposite side.
In these boxes are where the VIP's spawn, and they have Battle rifles and Snipers.
Each VIP is facing opposite directions in the map, looking at 2 different duck hunt courses that go towards them as opposed to side to side.
At the beginning of each of these courses is where a team spawns, the team that is against the VIP that is looking towards them. Their job is to get through the course, pick up a gravity lift, and throw it into the enemy VIP's cage. This will obviously result in the VIP moving upwards. (duh) The VIP will be pushed upwards into a teleporter that immediately kills them.
With the VIP dead, the team gets a point and wins!
So as you can see this is a race against the other team, and a struggle to not lose your only life, as typical Duckhunt goes, everyone only has one life.
This could also be changed to make it so that each team has infinite lives sot that the vip have to defend themselves for a time limit, or until the enemy VIP is killed before them.
*1-sided CTF on 2 maps:
In this game, there will be 2 maps.
One in the skybox that is completely enclosed with very small hallways. (except for one spot next to the attackers spawn, which will be explained later)
And another map that is in the middle layer that is larger, and more vehicle based.
Well, at the beginning, the 2 teams will spawn in the map with in the skybubble, and will have a little battle of their own. This will be a typical Capture the flag battle, and will play as such. When the attackers get the flag, they must bring it back to their spawn area, and instead of putting it on a plant point, they drop it off the edge of the open area that I mentioned before.
This is the end of the first round, and the game will then be moved down to the middle layer.
When the flag is dropped off of the one area, it will land on a pedestal in the middle layer. This is the "spawn point" of the second round.
In different areas around both the top and bottom maps there will be tele-porters leading to the other map, (though they are floating, and the flag holder has max gravity, making it so that they HAVE to drop it off the edge, and not just go through the tele-porter) so that if they spawn on the wrong map, they can go through a tele-porter and get back in the battle.
Around the pedestal, that I mentioned above, there will be the spawn points for the defenders, and around the plant point there will be the spawn points for the attackers.
From here, it goes as a typical Capture the flag game, Attackers try and get the flag, and Defenders stop them.
Also, at 2 or 3 minutes in, there boxes will spawn in the upper map, stopping people from spawning there, or from going there via tele-porter.
Once the Attackers get the flag and capture it, or once the time limit runs out, the game is over.
*Heaven VS Hell on Sandbox with Earth in the middle (Heaven = skybox, Earth = mid level, Hell = crypt)
Have any ideas that you would really like done, but are to lazy to make?
Have any ideas that you want to make, but already have to many projects?
Have any ideas, but don't have the forge ability to make them?
Well, here is a place where you can share them. This thread is here so you can post ideas that you have, but aren't making, and will probably never make. That way, people can search through this thread if they are out of ideas, and take them as their own. If you have a layout made of it, post it here so people can better understand your idea.
Disclaimer: If you post an idea here, anybody else can use it, without asking your permission. Although, a mention when it is posted later is highly encouraged. Also, multiple people can take one idea. There are no "dibs".
It's as simple as that. When a new idea is posted, I will update this post, and the couple under that I will reserve, with that idea. If we get enough, I will categorize the ideas so if you have a certain map you want (like competitive), you can look for the right idea.
Each idea will be marked with an asterix.
******************************IDEAS**********************************
*We've all seen mazes and puzzles where you are walking around. Try making a maze that you have to complete while your flying a hornet.
*2 mapped game:
How about this, a map with 2 levels. The top level being open and having a sort of Last resort feel to it, with plenty of Vehicle room, and ironically plenty of vehicles. ;) Then all around the map there would be small holes people could go down, taking them to the lower level. This level would be extremely tight, sort of like guardian or Eptitaph. It would most likely just be a slayer game, I can't see any objective games going on.
Now that I think about it, you could have the holes all blocked off, and 3 minutes into the game, the holes would open, the spawns would get blocked off in the upper room, and the spawns in the lower room would get unblocked. Thus, 3 minutes into the game you would change strategies dramatically.
If you had barrels ontop of each spawn in the lower room, this would stop players from spawning down there. Then after 3 minutes, fusion coils would spawn, fall, and knock the barrels off of the spawn points, and boxes would spawn over the spawn points in the upper layer to block them off. If you could manage to get 1 fusion coil to knock over 3 barrels covering spawn points, you get a total of 48 spawns in the bottom layer uncovered for use.
Sadly, having blocks spawn over the spawns in the upper layer might cause some problems, as people might be spawning, and the boxes spawn, covering them, they get shot out, and get out of the map. This could be fixed. You could have all the teams spawn in little rooms over the side of the map, and have grav lifts pushing them out into the map, thus there would be a small chance of getting put in one.
As far as I can tell, this would work, but there is a reason I posted this idea here. It's for you. That's right, I'm giving this idea to you, right there in front of that computer screen, you get it. I always come up with ideas, and never make them, so I'm sharing them to someone who might make it. OR you can just discuss it in this thread. ;)
If you don't want to make this idea, then it will just be a stupendous idea that never got built!
*Ultimate duck hunt:
I presented this idea in the skype chat, so this might be old news for some of you guys.
Basically, it is territories. The map takes use of all 3 areas of the map, though not on purpose (I didn't create this idea just so I could be like: "OH YEAH! I made a map with all three layers of sandbox!")
Before I start, I'll explain the areas. There are two territories in the crypt, on opposite sides. There are 2 spawn areas with shield doors for roofs in the middle layer, on opposite sides of the hole leading to the crypt. There are two platforms in the skybox that look down onto the middle layer, with teleporters.
The attackers spawn in the middle layer, while the defenders spawn in the skybox looking down onto the attackers from both sides.
The attackers must then dodge and dash from sniper bullets that the defenders try to hit them with, and try to get down to the hole in the crypt.
Once in the crypt, they must travel to one of the sides to get to the territory/teleporter that takes them back to the start. There is a little cover that protects them from the defenders.
The defenders have a teleporter that leads them into a very small room that looks over the crypt. Once in this small room, you cannot leave, and only one person can be in it at a time. When it is almost the end, a grav lift spawns pushing something out of the way for another platform in the crypt, making it so that the defenders can go down and back as they please.
While the attackers go down the crypt, they hit a custom powerup, lowering their shields, making it so that they can only take one hit. This makes the lower level harder.
If you don't get it, it is basically an ultimate Duck hunt. On each of the middle and crypt, there is some cover the attackers can hide behind.
I really want to expand on this idea, and eventually make it, though I don't think the idea is finished. Feed back and ideas are VERY much appreciated.
If you'd like a better description, just ask.
*Sky Battle with alternating bases with different games:
O.k. so I was sitting in church today thinking about halo.
I thought of this map, It is going to be Symmetrical when playing symmetrical game types like Team Slayer, Multi-Flag, things like that, and non-symmetrical for 1 sided game types like 1 flag, one bomb, or maybe even infection now that I think about it.
This map is also vehicle based, where the main things to get your hands on are hornets/banshees and lasers/missile pods.
Like many ideas, this one takes place in the Skybox.
This is my idea for each different type of gametype:
Symmetrical:
Two bases, exactly the same, mirrored vertically and horizontally that are a few boxes above the bottom of the skybox, allowing vehicles to fly under it, and enter through the holes in the bottom. Each base has a walkway that leads to opposite side bases that have Spartan Lasers.
Also a unique feature I will add to these side bases are 2 sections. One part of the base will have vertical cover, protecting whoever enters from vehicles, and no horizontal cover, leaving them vulnerable to snipers/enemies on the other base. The other section has the opposite, with horizontal cover and no vertical cover. (protected from snipers/enemies, vulnerable to hornets/banshees.
For these games, the main bases, where the flags/bomb plant points are located will have 2 entrances. One entrance is along the walkway that leads to the side base, and the other, is a hole in the bottom of the base where only hornets and maybe banshees can enter.
That basically sums up my symmetrical map, here is a VERY basic concept image of what the bases would look like from above.
I repeat, this is an aerial view
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg)
Now onto...
1-sided:
With 1-sided variants, one half (the Attackers side) will remain the same and The defenders base will be improved with more Defensive parts/entrances. The defenders side will be changed in these ways:
:: A second Side base ::
:: An extra turret/missile pod ::
:: A bigger bottom entrance hole with a larger pressure point ::
:: More equipment ::
With that in mind, here is the aerial view of the 1-sided variant of the map:
NOTE: THIS DIAGRAM IS INCORRECT, THE ATTACKERS BASE SHOULD BE LABELED AS DEFENDERS, AND VICE VERSA
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg)
That is my idea, anyone have any comments/questions/ideas?
I'm gonna go ahead and add something that I forgot.
Inside the base, there is a hole in the bottom like I mentioned above. Along the outer area of the base there is the exit that leads to the side base, but there is also another exit where you go to the top of the base where there are hornets/banshees to fly and maybe a turret or a missile pod. I want it so that you cannot enter the base if you landed here, so I will either make the entrance/exit a teleporter with receiver node at the top or a doorway with a gravity lift and a shield door right in front of it so that you cannot destroy it from the outside.
*VIP Hunt:
On this map, there will be 2 boxes in the center, each box is closed off so that you cannot get out or in, but you can see out of each opposite side.
In these boxes are where the VIP's spawn, and they have Battle rifles and Snipers.
Each VIP is facing opposite directions in the map, looking at 2 different duck hunt courses that go towards them as opposed to side to side.
At the beginning of each of these courses is where a team spawns, the team that is against the VIP that is looking towards them. Their job is to get through the course, pick up a gravity lift, and throw it into the enemy VIP's cage. This will obviously result in the VIP moving upwards. (duh) The VIP will be pushed upwards into a teleporter that immediately kills them.
With the VIP dead, the team gets a point and wins!
So as you can see this is a race against the other team, and a struggle to not lose your only life, as typical Duckhunt goes, everyone only has one life.
This could also be changed to make it so that each team has infinite lives sot that the vip have to defend themselves for a time limit, or until the enemy VIP is killed before them.
*1-sided CTF on 2 maps:
In this game, there will be 2 maps.
One in the skybox that is completely enclosed with very small hallways. (except for one spot next to the attackers spawn, which will be explained later)
And another map that is in the middle layer that is larger, and more vehicle based.
Well, at the beginning, the 2 teams will spawn in the map with in the skybubble, and will have a little battle of their own. This will be a typical Capture the flag battle, and will play as such. When the attackers get the flag, they must bring it back to their spawn area, and instead of putting it on a plant point, they drop it off the edge of the open area that I mentioned before.
This is the end of the first round, and the game will then be moved down to the middle layer.
When the flag is dropped off of the one area, it will land on a pedestal in the middle layer. This is the "spawn point" of the second round.
In different areas around both the top and bottom maps there will be tele-porters leading to the other map, (though they are floating, and the flag holder has max gravity, making it so that they HAVE to drop it off the edge, and not just go through the tele-porter) so that if they spawn on the wrong map, they can go through a tele-porter and get back in the battle.
Around the pedestal, that I mentioned above, there will be the spawn points for the defenders, and around the plant point there will be the spawn points for the attackers.
From here, it goes as a typical Capture the flag game, Attackers try and get the flag, and Defenders stop them.
Also, at 2 or 3 minutes in, there boxes will spawn in the upper map, stopping people from spawning there, or from going there via tele-porter.
Once the Attackers get the flag and capture it, or once the time limit runs out, the game is over.
*Heaven VS Hell on Sandbox with Earth in the middle (Heaven = skybox, Earth = mid level, Hell = crypt)