Wiskey Canyon [Map WIP]

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KingKire
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Wiskey Canyon [Map WIP]

Post by KingKire » 28 Dec 2018, 21:14

Whiskey canyon 1
Whiskey Canyon 2, Base Colors
Whiskey Canyon 3, basic Tiled Map

Current Whiskey Outpost


So random idea to make a new whiskey outpost map. Thought what would be a good layout for where marines need to fight together to hold off the advancing aliens, but still are fighting relatively on separate fronts.

The general theme is the same, with the marines trying to hold off the enemy from reaching the central compound and breaching the gates to infect the rest of the planet. The map is separated into two fronts: The lower canyon floor with a wispy river flowing through it, and the upper canyon bluffs that overlook the canyons floor.

- The lower canyon floor is a simple layout, relatively wide, and offering a few scrub brushes here and there to offer cover. A marine squad or 2 will be needed to hold this wide gap least the alien tide rolls right through the canyon and back into the Whiskey Canyon FOB.

- The canyon sides have occasional switch backs, Old Elevator shafts, and crumbled mining holes that allow humans and aliens to traverse between the lower canyon floor and the upper canyon walls

- The upper canyon walls are filled with narrow winding passages, and overlooking sniper areas and emplaced bunker defenses, as well as many vision blocking scrub brushes that need to be hacked for vision.

-There are 4 bunkers on the upper canyon wall areas, usually overlooking a critical chokepoint or the area just after the chokepoint. Carrying automated sentry guns, heavy machine guns, and other muntions, their use will be important in thinning out the canyon floor horde.

- A secondary outpost also rests in the center of the upper canyon cliff zones, carrying medical treatment areas, medium sized ammo dumps, and power substations for the bunker sentry gun posts. An old mining elevator connects the lower canyon floor with the upper canyon medical center, which should allow wounded troops on both elevations easy access for medical attention.hopefully the elevator doesn't give out from extensive use.



-3 main bridges cross the canyon area, allowing passage between the 3 isolated mountain pass sections. They are quite high up, and will either allow people to quickly move from sniper position to sniper position, or will cause xeno to quickly bypass the lower canyon floor if they are lost.



On the top of the map, we have the two control points worth holding.

A) Whiskey Canyon Power station and dam control unit.
The whiskey canyon power station lies on the top right of the map, elevated on a flat bluff. This building holds the control system for the dam flood gates, and also is responsible for powering a locked tunnel entrance leading to the uninfected areas outside Whiskey Canyon. If xeno's get control of this point, or if the marines decide to forcefully flood the canyon area, the power needed to keep 1 of the 2 tunnel locks closed will be lost. Its accessible by a nearby bridge, as well as having an elevator shaft that leads to the lower damn area.



B) Whiskey Canyon FOB outpost.
the WCO FOB is set on the right side of the map in a large flat depression, surrounded on 3 sides by massive mountains. To its left, lies the flood plain of the whiskey canyon dam, to its lower right, lies a switchback leading to the upper canyon outpost. Originally the mining center for the whiskey canyon area, its been hastily turned into a defensive structure in anticipation of the xeno hordes discovered in the jungle area south of the canyon. The FOB contains the vital controls panel for a tunnel leading outside the whiskey canyon area. Failure of this control panel will unlock 1 of the two control bolts needed to open the tunnels gate.


On the lower left side of the map, we have "C" point, the leftover Remanents of a Cheyenne drop ship that crashed into the tunnel walls when trying to navigate the narrow canyon areas. Its gear and supplies it tried to evacuate are strewn all about the crash area.


MAP FLOW:

the map flow i wanted was to have a big open area in the lower area for marines to fight and hopefully slow down the horde of aliens. Marines on the top of the cliffs would try to snipe and shoot out any alien forces trying to push the lower canyon. As the marines lost ground, the upper canyons would also start to lose ground (vice versa as well), due to the tunnels/ladders/elevators/switchbacks being lost. Essentially, there would be 2 squads in the canyon, and two squads on the cliffs. The two teams would need to communicate with each other (or just, yell up and down the canyon) that they were losing ground, and that the other team needs to pull back, or aliens would open a small flank behind the team being warned.

Eventually, theres going to be a point reached in the map where the two teams are going to need to decide: Do we all fall back together, or does one team try to hold a toehold without support of the other team to hurt the aliens more.

That decision will eventually be crystallized into the final two points, A and B. Marines can win the game by holding just one of the control points, but losing either point will hurt the marine team alot.

- Losing point "A" means losing power to the whole map as well as mortar support. Everything gets much darker for marines, as they make their last stand in the valley.
- Losing point "B" means no more communication center/medical unit/requisitions supply. Everything gets much quieter for marines, as they make their last stand on the hill tops.

An interesting map mechanic as well, would be the idea that marines can willfully open the flood gates of Power Station "A", flooding the lower canyon river, and killing anything standing near the river flood zone. This will cause point A to be deemed a loss, but maybe the sacrifice can help the FOB survive.


Aliens strategy will be to behave like the river does, and flow through the paths of least resistance around the canyon. The aliens will generally have 1 to 3 choices of attack as they make their way through the canyon area, with each successful offensive making the side offensives much easier to attack into. Around the canyon areas will be old mining tunnels (alien holes) that allow the aliens to traverse between the lower and upper canyon areas with ease, generally hidden behind scrub brush or inside the canyon walls themselves. If an alien is caught sneaking through, they'll die, but if paired with a good diversion attack, it will allow aliens to sneak behind marine lines and cause havoc.

Boilers and spitters will also really love the beauty of a high advantage point, easily shooting spits and glob bombs behind marine positions below.
Last edited by KingKire on 29 Dec 2018, 18:07, edited 1 time in total.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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KingKire
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Posts: 893
Joined: 30 May 2016, 11:53

Re: Wiskey Canyon [Map WIP]

Post by KingKire » 28 Dec 2018, 23:16

If anyone has any thoughts, share em out.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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