![]() |
Do you think there is a way we could send suggestions like these to EA prior to their designing the next game?
|
Attack on the ruins of the abby at Monte Cassino. The allies storming up the steep crater covered hillside with the Germans up top defending the ruins.
|
Looks like SPR and BOB makes all the oldies fade away. What about a Hamburer Hill map?
------------------ Psalm 25:2 "O my God, I trust in thee: let me not be ashamed, let not mine enemies triumph over me." Psalm 144 "Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight." Psalm 144:2 "My goodness, and my fortress; my high tower, and my deliverer; my shield, and he in whom I trust; who subdueth my people under me." |
hmmmmm........
|
you know how in some games you can move chairs just by sliding them?? or picking them up
well just make an item that looks like a general, and the object is to capture him and move him to a location to win. Of course if the enemy touches him re returns to a different location and you have to find him again |
I'd like to an objective match where the defenders spawn 30 seconds before the aggressors( give them time to get in position) THe argressors will not spawn in the same starting location every game, but can be coming form almost any direction.
|
It would be cool if you had to disarm the landmines in order for your tank support to move in.
|
I've got a couple ideas...although challenging. I like the idea of a three or four part series that all link a story-line with some historical accuracy. I've done some level editing in other programs and know how much time it takes but... I'd like to do a series based on some Close Combat maps, make them 3D. Sort of the same ideas as above. U.S. troops on the outskirts of a small town/village...1st map U.S. troops need to cross a shallow river, two or three crossings available, heavy German resistance dug into a thin forest on the other side. Use artillary barrage for cover to move up and cross. Objective to clear opposite bank, maybe free up only intact bridge before it can be blown... lots of small German counter-attacks, maybe light tanks. 2nd map- U.S. exits map 1 forest and needs to take small town, artillary hits the town first then troops cross the open ground, maybe stream in there, objective to clear half the town and take certain victory locations. 3rd map to clear remainder of town, cross a major bridge, hold bridgehead against counter-attacks.
Ofcourse, this all depends on the editor release, good bot programing, and TIME to develop it. Personally, I think using the CC maps for a guide would be really cool because you don't need to develop the WHOLE idea, just mod it a little. |
How about a series of missions based on Kelly's Heroes.
You start by blasting your way through Nancy. Then proceed behind enemy lines, lose your rides to friendly aircraft, ambush axis patrol, and wait for Oddball and his convoy. Eventually you make the assault into the town with the bank. ------------------ "At basic you learned out of a book, I'm going to teach you things they never put in the book, and probably never will" -Sands of Iwo Jima Stryker's Medal Of Honor: Allied Assault headquarters WWII wargaming forums |
Everyone loves to destroy 88s don't they?
I'd like to see a suggestion for an objective map that doesn't include blowing up 88 guns or anything in fact. How about an objective that requires infiltration? Exfiltration? Allies objective is to breach a perimeter with more than half of their number. Axis have to stop them, or similarly have to exfiltrate the area they are pinned into. It'd give some kind of spin on the usual defend/attack syndrome this game is slumping into at the moment. Why not do a PoW situation where the Allies start with only pistols (very similar to the escape mode for CS) and have to reach the weapons cache to get some Axis guns, or alternatively just run for the perimeter? Why not escort missions? One player is randomly selected to be the spy operative that the Allies have to help penetrate the Axis complex... If the spy dies the Allies fail. Or rescue the spy... Locate the secret plans and exfiltrate with them.. each map could have 10+ random locations where the plans can be and when someone carrying them dies they drop to the ground. Axis or Allies can carry them wherever they choose. Rescue pows... kill pows... secure a position and hold it, whoever has control of it at the end of the time limit wins... Let's leave the poor 88s alone shall we? Imagination owes it to them. ------------------ http://homepage.ntlworld.com/ydiss.s...ane/MoHsig.jpg |
I love the idea for a P.O.W. mission, where you begin with limited weapons. It would be nice if we could start with a shank of some sort and have to make your way to a weapon's cache. This would only work during SP because in MP people can waste you before you can shank them.
|
I'd like to see a mission where you are just part of a large assault force taking a town. A lot of Armor involved as well as half-tracks and whatever else. Your mission would to be to protect the armor from Panzerfausts and clear the town of German infantry and armor. On the flip side, as a German your mission is to take the armor out. On a MP map, either the AI can control the armor, or one or two players would be selected to control the armor, much like being the VIP in CS.
Just a thought anyway. |
The other idea I had was a level where there was civilians too. You'd have to enter rooms that could have enemies or civilians hiding in them. You'd have to avoid any civilian casualties.
|
Hey Klink, Thanks for your help. I tried it and it didn't work. This is what I did. Could you tell me if I forgot something?
I went to signature Copied the url added the [img]in%20the%20beginning%20and[/img] at the end. it looked like this: http://www.hogansheroesfanclub.com/i...ture_small.jpg did i miss something? |
never mind, wrong post and it works! thanks Klink!
|
All times are GMT -6. The time now is 03:57 PM. |
Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.