So, I started working on a remake of contra. I really liked the uniqueness of the original back in source and I felt like it just needed an update on the layout.
The map has always been very complex with a large amount of choke points and this weird underground system.
The one thing that stood out to the map were the unusual rotation paths. And while I am removing the entire underground section of the map, I do keep some of that spirit alive.
Currently I have only a crudly drawn overview to show that is drawn over the original overview of the map (kinda hard to see). I will obviously update ingame screenshots as soon as the entire map is blocked out. I'm still on my scratch book for some areas though so this is the current idea I have for the map:
[Blocked Image: http://i.imgur.com/PhWxbLz.jpg]
The colorscheme is just for me, basically yellow are low walls or fences, the brown wall will be penetrable, blue is water of some sort and white/grey are either doorways or boxes as of right now. The arrows show elevation and are usually locations for ramps or stairs.
As one can see, I have reduced the amount of paths by removing any underground area. I've also fused the paths to A. The swamp is now what was the old short to A and the new upper/long A has been expanded to become a real entrance to the damm. Also, Ive added an even higher vantage point / a balcony to A and also expanded B by adding a balcony. I've added a back area to B that is covered by a thin wall / wood and slightly moved the B entrance from river towards CT ramp. Mid has changed quite a bit. Instead of a straight corridor it now has a bend. I wanted to raise the focus for Ts on mid as a very desirable route because I moved short A and also made B entrance a bit harder. As a reward, the rotations for B to A are now very limited because I removed the quick B river to mid connector. As a result, mid control has a much higher priority now and it should allow the map to be played much more flexible for both sides.
That has all been what's in my head currently though. I need to finish blocking out the map and then my next step will be adding game play elements like cover and entrance desing.