Ideas for mod-maps

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Information and discussion for custom maps and mods.
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Minotaur
Posts: 33
Joined: Sun Feb 28, 2016 7:22 pm

Ideas for mod-maps

Post by Minotaur » Thu Mar 16, 2017 12:01 pm

1. MRLS as Artillery counterpart for Soviets, V2 to become an TD era SSM equivelant
As for it's looks think GDI MRLS's turret mounted on back chassis of Mobile Gap Generator. The Katyusha would be weaker and cheaper than V2 but probably could function better due to its weapon being an barrage fire of rockets.
V2 would move up in Techtier, preq. Tech Center + Radar, upped in cost and build time, would fire chemical warheads that deal acceptable damage to vehicles, annihilate infantry in blast radius, itself explodes in fireball on death(current weapon like), at elite level exp weapon leaves behind cloud kill at impact zone(TS veinhole monster's wandering gas clouds).
2. Technology Tab and Researches
Like in C&C3
Tech Center would research those. Also buildlimit:1 for tech center.
3. Flakpanzer for Allies
Costs like 900, is strictly AA, cant do anything to ground, has same speed as APC, sight-radius lower than weapon max. radius.
weapon is an +RoF -damage per hit trade-off of the stationary Flak.
Alternately, it can be deployed like an Ticktank to fire at ground targets only becoming stationary and gaining little bonus armor.
Can recycle GDI apc with that grenade launcher turret for it's looks.
4. Seperation of Rocketguy into 2 parts: Anti-Ground and Anti-Air
Everyone spams those guys, they are such of an powerhouse, no wonder most mods of modern era c&c's seperate them into 2.
Alternately id say make their AA capability prequisite veterancy level 1, so they first have to kill some tanks before becoming able of firing to air.
5. Missile Sub becoming not turreted, firing upwards to buff capability
Missile Sub should able to fire right at the moment of emergence from waters. It should not bother with turning around to face its target.
6. Assault Transport for Soviets replacing Transport Ship
The soviets have insufficient AA capabilities at sea. Giving them an Hovercraft that has weaker SAM mounted on top could help with the issue. As for its looks think of the Hovercraft in the RA2 intro, or basically: Stealth Tank mounted over the Hovercraft(or perhaps Stealth Tank mounted over the RA1 Transport Ship with Phase Transport's turret).
7. Extended Runway and Maintenance Hangar upgrades for Airfield.
Those upgrades have to be built upon the Airfield.
Extended Runway expands the structure downwards by 2 cells and allows an second aircraft to land on that 2. runway,
Maintenance Hangar allows(or boosts?)auto-repair of the Aircraft in the Runway during it's rearming(or perhaps not tied to rearming, so an full ammo aircraft would still get repaired)
8. Oil Refinery to boost derrick income
Its like an Ore Purifier working for Oil instead. Could either be an neutral building or playerbuilt with limit:1 and only allowed on maps that have sufficient amount of Derricks.
Also the Ore Purifier and Industrial Plant of RA2 could work as neutral capturables.
9. Buildable Gates for Concrete walls
3 cell wide, comes in Vertical and Horizontal versions(but no diagonals).
10. Full set of support powers.
Like in Gen:ZH or C&C3.

zypres
Posts: 40
Joined: Mon Oct 17, 2011 12:50 am
Location: Bergen

Post by zypres » Fri Mar 17, 2017 8:21 pm


Matt
Posts: 1006
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Ideas for mod-maps

Post by Matt » Sun Apr 22, 2018 11:53 am

Minotaur wrote: 9. Buildable Gates for Concrete walls
We had them for years. They got removed in https://github.com/OpenRA/OpenRA/pull/1 ... 0b44e52522 but you can still grab it from the source code management system.

zypres
Posts: 40
Joined: Mon Oct 17, 2011 12:50 am
Location: Bergen

Re: Ideas for mod-maps

Post by zypres » Mon Jun 11, 2018 2:23 pm

What about Battle Royale map? One player each start from parachute, then you get weapons from crates?

Eagle XI
Posts: 20
Joined: Sat Oct 05, 2013 3:00 pm

Re: Ideas for mod-maps

Post by Eagle XI » Thu Jun 14, 2018 9:32 am

Hmm, can add few things.
RA1 themed Capture the Flag map with an layout similar to some Renegade maps, and inspired from Dota generally.
Its a map where two teams of 12 players would compete over score or to win via getting enemy flag to their own base.
AI controls an base for each side and each player can buy units from its side's AI buildings to get troops. You gain money by killing and when AI gets harvester income.
The map would start at tech level 1 for each team's players(excluding the AI which is full tech level from begin) and use an system of upgrading team's tech level to get new units with money at Tech center.
Aircraft would be available at limited quantity as players are not allowed to build any buildings yet can buy an airfield from the AI to have an plane.
The AI sends waves between bases, which start out weak scouting parties then escalate into full blown tank pushes.
There are forward defenses, some capturables in remote locations that give global bonuses for owning team's players but not the AI etc.
The game ends when all players dead(player who has 0 units remaining its considered eliminated, everyone starts with 1 jeep at begin), the time runs out, the enemy main base gets completely wiped or one side's flag gets captured and carried back to their own flag pedestal tile by other team.
Also this map would have an lot of support powers each used with money. Players can finance an nuke for their side.
It would probably got to feature some additional unit and buildings(prism tower, grand cannon etc) from RA2, inspecially for allies to get the mainbase defenses equal strength to soviet.


4x helipad like airforce command in ra2 that costs 1500, with the helipad becoming an support structure that costs merely 500. The standalone helipad wont able to create new helis used only for resupply and repair.
Multi-unit repair pads. For that space it occupies probably should able to put more than one unit on it at a time(like up to 3). Alternately just shrink its size if supposed to remain at one unit only.
There was an different concept of recon bike for TD, it could be an motorcycle mounted anti-air rocket trooper with sufficient sight radius that requires Weap to be built yet is trained at Bar and is available for both sides as Rocketguy would lose capacity to fire against Air. Recon bike gets renamed Assault Cycle and stays as is.
Turning TD Airfield into reinforcement call-in mechanic of Dune2k and available to both.
Giving both Light and Medium to GDI and Nod. Then differentiating them like in Dune2k.
Adding an Flaktank for GDI in TD that uses ammo mechanic and fulfills anti-infantry role on the side semi-equivelant to Flame Tank due to spread when fired against ground units.

edit: oh yeah, forgot to say. An version of TD where all vehicles which dont have an turret get updated to their Renegade model shapes, gaining an turret. Basically all ground vehicles would be turreted.
Anti-Air Rocket Tower upgrade for GDI Guardtower like those in RenX. Probably will have to utilize component tower mechanic for this.
Capability to upgrade Commcenter to Advanced Comm in addition to can build it seperately, also upgrading powerplants individually to Advanced PP.
preplaceable Crate dispenser structure like those in TT, here instead would generate an crate with random content every x minutes. If has crate already on it's pad at moment does not generate an new one.
In TD giving vanilla APC wheels and faster speed, then to Nod but keep GDI Apc as is.
Backporting an Carryall for GDI that cant lift Mammoths.
Adding to GDI the Mobile HQ as dual-purpose detector/ecm unit that shifts active mode via deploy command. In detector mode it sees invisible in radius, in ecm mode functions like China Ecm tank of Gen:Zh and jams enemy radar, keeps being mobile in both modes.

Matt
Posts: 1006
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Ideas for mod-maps

Post by Matt » Sat Sep 08, 2018 1:09 pm

A Defense of the Allies MOBA seems to be yet missing. Infantry could be creeps and vehicles heroe units.

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anjew
Posts: 506
Joined: Sat Nov 08, 2014 4:16 am

Re: Ideas for mod-maps

Post by anjew » Tue Sep 11, 2018 12:25 am

Matt wrote:
Sat Sep 08, 2018 1:09 pm
A Defense of the Allies MOBA seems to be yet missing. Infantry could be creeps and vehicles heroe units.
I was thinking of something similiar too. Its such a simple concept that can be quite effective and would work quite well but there is a lot of random things that need to be possible to make it good. A completely customised rank system per 'hero' would need to be used and being restricted to purchase upgrades in specific parts of the map with your earned money. Are you able to assign multiple abilities to be used on multiple hotkeys? Eg. Q = ability 1, W = ability 2 etc.

Matt
Posts: 1006
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Ideas for mod-maps

Post by Matt » Tue Sep 11, 2018 1:39 pm

Not yet. However I found a MOBA like map on https://resource.openra.net/maps/24963/

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