Dec 23, 2006, 01:09 PM // 13:09
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#1
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Frost Gate Guardian
Join Date: Dec 2006
Location: scotland home of the brave!
Guild: steel phoenix [stp]
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Idea for new map n HA
I have noticed a lot of people are saying they want new maps in ha. This post outlines an idea I have for a new style of alter map used in other games with names such as “crazy king of the hill” etc. (nothing original but its different to the current ha maps)
In this map the 4 of the gods grant attention to the mortals fighting in their name. However they only do this one at a time. Each god has an alter specifically for them which they turn there attention to for 3 minute intervals at a time. Any team which successfully gets its hero to cap that altar gains points for each second it receives that gods gaze. Once one god turns its attention away from the battle a different god will take over this role. As such all the teams will need to race to the altar of that god and cap to start receiving points.
The battle will last for 12 mins. At 3mins,6mins and 9mins a different god will turn its attention to the mortal struggle taking place. When this happens players will need to recap the new “hot” altar
Victory Condition the team that has held the gaze of the gods the longest overall wins and continues its quest to the Hall of Hero's
In this map there would be 3 teams. On the map there would be 4 altars arranged so they make the corners of a large square.
The game will start with the a certain altar being “hot”, this will be located an equal distance from where each of the three teams spawn. Once 3 mins are up a different altsr will be “hot” forcing teams to move around the map. The team that was holding the first altar is at a disadvantage at caping the next because the other hero's could be closer to the new altars waiting to see which one becomes “hot”.
Because the battle would be quite long I think that having any dead players and hero's rez every 2 mins back at their teams start point would be best. This would be a non priest rez such as what happens on the relic runs at the moment. This would stop team just being able to kill off one team completely at the start of the game. It is possible to annihilate a team but it would take many repeated deaths of each party member. Since its a 3 way battle its unlikely one team can just bully another without the 3rd team getting an advantage.
To make it easy to see what altar is “hot” at any one time and who if anyone is holding I suggest that all the altars have torches like in the first relic run. When someone caps the torch lights in that teams colour, the torches on “non hot” altars will always show no flame at all. Also to make things simple a huge beam of light can be used to represent the gods gaze. This beam of light will be vertical between the “hot” altar and the sky/ceiling etc this will start clear, but change to the colour of them that is currently holding. If this is not enough to tell people what colour altar is “hot” there could also be a ping on the mini map or something
To keep track of the score I suggest something like the alliance battle score tracker but with three teams showing how many seconds each team has held for.
An important feature of this map is that the change of altar should always be random. Although the battle will always start on the same alter aftar that the “hot” alter should move around in such a way that people cant predict its next location. Even if this means certain altar(s) may not be used every battle.
I think placing this map near the Hall of Hero's would be best since the objectives are not as simple broken tower etc. Somewhere near Courtyard sort of area, in the line games
This keeps the idea of altars but does it in such a way that teams cant just wait for 2 mins run in cap put up fertile etc and wait until for the end. There should be constant pressure from both teams now that every second counts towards who wins. The automatic rez every 2 mins means spike teams just cant kill off the other teams and sit there as much as they would like to. Also some traditional counters to stop people from capping cannot be sustained for to long gale for example is fine to use for small amounts of time but not for 12 mins or anywhere near that time. I would like to hear peoples ideas on this idea, plz don't turn it into 6v6 vs 8v8 reset fame conversation since you can find that all over the place.
Feedback would be good what do people like/dislike?, is the time to long? Should there be priests for each team you can kill to stop rez?
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Dec 23, 2006, 03:20 PM // 15:20
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#2
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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I like. Score keeping would be dodgy though. It would be nice for a map like this to have some narrow pathways and possible environmental effects.
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Dec 23, 2006, 03:29 PM // 15:29
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#3
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Its good if they add it somewhere between around sacred temples and courtyard.
Or even better make this map into the vault.
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Dec 23, 2006, 06:49 PM // 18:49
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#4
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Krytan Explorer
Join Date: Mar 2006
Profession: E/
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Love this idea. I hope ANet takes it seriously. Thanks for taking time to think this up + make nice long post for it. Maybe a slightly shorter time though, like 8 mins and 2 mins per alter?
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Dec 23, 2006, 10:52 PM // 22:52
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#5
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Krytan Explorer
Join Date: Jul 2006
Location: British Columbia
Profession: W/
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yes, 12 minutes is a long time to play....
i know it doesnt seem like it, but try playing UW for 10 mins with 2 holding groups before paragon balance....werent those fun?
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Dec 23, 2006, 11:06 PM // 23:06
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#6
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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Creative idea, the incorporation of the gods into altar control is possibly a good idea. I would even go to suggest when a certain god's altar is 'Hot' that certain environmental affects of that god also be implemented during that time frame. Maybe a bit over the top but sounds much more fun than the current set up.
As for 12 minute this may be too long. One reason i can think of would be say one team has held for 6 of first 7 minutes. The rest of the match would be pretty boring to those involved.
I'm sure others will point out other flaws but nice thought anyway. I'm sure a-net will just add another lever and take out Sacred temples or something..
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Dec 24, 2006, 12:03 AM // 00:03
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#7
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Frost Gate Guardian
Join Date: Dec 2006
Location: scotland home of the brave!
Guild: steel phoenix [stp]
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Yeah 12mins may be to long however the idea would still work with other battle times and maybe changing the length of time each altar is "hot". Enviromental affects is a good idea. Ims ure people will have noticed the fact there is only 4 alters and 5 gods so one is left out. I feel 4 altars would be better than 5 in this so one god would need a reason to not interact in this batle.
Thanks for constructive posts so far
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Dec 24, 2006, 04:59 AM // 04:59
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#8
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Academy Page
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Since when does Anet care?
Last time I checked they would rather take away maps than give us new ones
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Dec 24, 2006, 05:30 AM // 05:30
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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One of the major reasons WoW > GW in terms of gaming population.
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Dec 24, 2006, 07:36 AM // 07:36
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#10
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Frost Gate Guardian
Join Date: Apr 2006
Profession: W/Mo
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I would LOVE a map with realm of torment and domain of anguish effects, THAT would be COol,
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Dec 24, 2006, 02:16 PM // 14:16
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#11
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
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Quote:
Originally Posted by Kyle The Piemaster
Since when does Anet care?
Last time I checked they would rather take away maps than give us new ones
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Quote:
Originally Posted by AuraofMana
One of the major reasons WoW > GW in terms of gaming population.
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Less non constructive posts like this please.
Good idea, though 12 minutes a little too long
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Dec 24, 2006, 02:35 PM // 14:35
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#12
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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I like snowballs.
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Dec 24, 2006, 05:12 PM // 17:12
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#13
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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Good idea overall. Only problem I see is if one team screws up in the first 2 altars and gets no time capped, they will see they have very low chance of winning even though theres still 4 minutes to play and just ragequit or gank the team of their choice to decide who wins.
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Dec 25, 2006, 12:02 AM // 00:02
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#14
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Krytan Explorer
Join Date: Jun 2006
Location: UK, Scotland
Guild: Il Guild Name Il
Profession: W/
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You skip 60% of maps so would just be another one to skip, good idea but sorry not enough players left right now.
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Dec 25, 2006, 12:21 AM // 00:21
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#15
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Academy Page
Join Date: Jul 2005
Guild: None atm
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Great idea, sounds like a lot of fun compared to the current maps in HA. Especially with the enviromental effects depending on which god is looking. But unfortunately Silver Star is right not enough player in HA right now.
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Dec 25, 2006, 12:29 AM // 00:29
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#16
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Lion's Arch Merchant
Join Date: Dec 2006
Location: New Zealand FTW
Guild: Ex Talionis [Law]
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Quote:
Originally Posted by master_of_puppets
Good idea overall. Only problem I see is if one team screws up in the first 2 altars and gets no time capped, they will see they have very low chance of winning even though theres still 4 minutes to play and just ragequit or gank the team of their choice to decide who wins.
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Like how when your ghost gets dropped after 2 minutes in halls then your team picks the winner?
Its not a problem
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Dec 25, 2006, 01:01 AM // 01:01
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#17
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Nice idea for a map. It has potential. I have a couple of other map suggestions I'll post here.
I think a capture the flag type of map in HA would be nice. Say there is 2 or 3teams, a flag in the center of the map. A member of one team gets the flag, and that player has to bring it back to a cap point near their starting area. Once the flag gets put their they start getting time points for how long they had the flag capped. BUT, the opposing team can take it off the cap point and bring it back to their area by completing an objective that the flag holding team has to stop. Something of that nature. The team with the most time points at the end of 10 min or so wins. I'm sure this system could be perfected somehow. I think HA needs a CTF type map basically and I just thought of this off the top of my head.
Also another idea, I think some kind of multiway annihilation map would be nice. Preferably after HoH even in my opinion, because I don't think an altar should be the last map. Here is my idea: all teams that hold the HoH alter "ascend" into the next map which could be like a heavenly looking area or something like that so it would have a nice effect. It could be something like 3 teams free for all. Or even better maybe (to prevent teaming up), the "holding" team waits for 2 other teams to fight, then fights the winner of those 2 teams for favor of the gods. Or another idea along these lines, the Ghostly Hero after capping the HoH, becomes really strong, say as strong as a Guild Lord in the next map, and the team with the last Ghostly standing on the last map wins. Sort of like GvG in a way. These are just ideas. Basically, anything but an altar as the last map is my opinion, and these are the ideas I could think of quickly.
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Dec 25, 2006, 01:26 AM // 01:26
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#18
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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Capture the flag map would be fun, but the idea below is a bit stupid cause the last map is an altar map so you could hold it? You know,defend it?
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Dec 25, 2006, 01:46 AM // 01:46
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#19
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Just because altar maps are often gimmicked does not mean that annihalation maps, or relic runs are free from lame tactics. On annihalation maps you have builds that are based on killing you with no utility at all, on relic run maps you have spirit blocks, and ward against foes, including other snares. People will always play for what gives them the most fame, a simple change of objective of halls will not change that as most things can be gimmicked anyways.
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Dec 25, 2006, 02:56 AM // 02:56
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#20
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Banned
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Quote:
Originally Posted by Randomway Ftw
Just because altar maps are often gimmicked does not mean that ... or relic runs are free from lame tactics. ... on relic run maps you have spirit blocks, and ward against foes, including other snares.
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requires more thought though. compare that to
1) make the ghost cap.
2) make sure that it doesnt die.
ouch?
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