New Babel Map Structure Idea

Hello everyone! I have an idea for a new kind of Babel map structure, which would expand gameplay and make it more interesting. Tell me what you think!

I first had the idea last night while thinking about farmladencompound. Although it’s a joke map, it still has a very interesting idea: a top surface, but under it is another huge map which people can use to sneak close to the enemies!

My idea is - what if new Babel maps had 2 ‘areas’ - a top area of the map, but then a bottom area of the map? For example, he top could be a city, and if you dig about 6 blocks down it will lead to a pipe system. This makes gameplay even more dynamic and fun. Some maps already have this in Babel with exposed tunnel systems, but it would be nice to see more maps with them. Trying to just flank or dig one long hole through the middle of the map bores me and usually makes me want to stop playing. With a whole other map basically underneath the existing top map, it will make gameplay much more intense (the underground parts could be mazes or huge caverns). It would cause the team to defend different areas, and would really stress the building part of the game (for the caverns example, players would have to build a bridge to get across and surprise the enemy from below).

The only problem I see with this is that it would distract from the actual game mode, almost completely oppositely, because people will try to go to the bottom rather than the top. I still think it’s an interesting idea, and if I have time, I will try to make a map demonstrating it.

Thanks for the read, I hope you understood. Tell me what you think! I wanted to get my idea out of my head, so sorry if I rambled a bit! :slight_smile:

Just saying, you could’ve posted in the Danke requests topic.
But back to the point. I support this idea and it sounds fun. Like, maybe a sewer/metro system in the underground?

It was not a request, but merely an idea which I wanted to get off of my mind. But yes, you get the point. Maybe have caverns in mountains, abandoned mineshafts, maybe hidden hotels as a tribute to old aloha memories, even things like upside down cities! (of course you’d have to raise the map a lot)… it excites me thinking about all of the possibilities! ^-^

Yeah, that would be great!

From my experience, it’s pretty difficult to do this without giving attackers an easy method of attack. It’s super hard to balance things like that, but I really like the idea

That’s true. Maybe burying these things deeeeep underground and have them not able to be accessed without having to dig a lot could solve some of the balancing by making them hard to access? Maybe 10-20 blocks under the surface? This might make the map have to be raised though which could be awkward.

Also maybe having them not directly lead to the enemy’s base (maze idea) or having the underground areas very hard to trek through (3-block tall walls that stagger upwards, or a big drop with can kill)?

Layering is the single best thing to have happened to babel.
+1

If you want balance you could make the top layer level with babel a la abridgetoofar. The map would basically become like abridgetoofar but with more active shooting instead of just defending builders.

In Babel it is already easy enough for attackers to create a tunnel network from which they can easily destroy almost any tower.
As a builder, I think maps with such easy hidden access would need re-balancing.
Enter Muffin’s landmines.

To start, we could restructure babelstairs by taking it off the rotation.

I support this. I don’t like babelnoodles.

Second time writing this post, so I’ll going to be lazy and talk like a caveman:

good thick maps: holes, 1river2fort, trenches, blam, turtlesoup often have either (or both): flat spawn areas that don’t provide cover for attackers or central areas that are not thick (even water level) to challenge full tunneling.

maze: bad, too much cover, uninteresting gameplay, dig straight through maze to make easy tunnel. Could work with very thick walls like a subway metro rail or something

High map = short map, but it could be cool to have something like a babel arena map…

Drastic changes to babel gameplay are very unlikely, it’s our tried-and-true server.

There’s plenty of people who love that map, myself included :frowning:

I would kindly ask for you to remove Icecraft from the babel rotation, a lot of people hate it.
I would also kindly ask for you to remove Cs_Assault from the Cs maps rotation, a lot of people hate it too.

I think you posted in the wrong thread

I would kindly ask for you to remove Icecraft from the babel rotation, a lot of people hate it. I would also kindly ask for you to remove Cs_Assault from the Cs maps rotation, a lot of people hate it too.
I love icecraft. It's classic and its bae.

pic is from icecraft yesterday. :3


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Are you going to argue with removing assault?

It’s already been explained to me that my opinion on the assault subject is weightless. Even lessening the round limit on it like some of the top 10 maps is out of the question. After all, the “majority” of players enjoy the map, whoever they are. I’ve just stopped playing cs altogether so problem solved.

Who is the majority then? The players and admins that don’t play on cs maps?
I’ve asked the majority of the arena players on aloha, and the majority don’t like it.

I’m going to go ahead and draw the line here. If you want to derail every thread even remotely about maps into “which maps should we delete”, I’m going to start derailing your posts into the trash.

If you want to discuss map rotation on servers, make a thread about it. This thread is clearly not about that.

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