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de_venetica (contra "remake")


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Posted

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:

 

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.

 

Posted

Am I the only one who liked the underground system and the unique feeling it gave the map? The Idea of using flowing Water as a gameplay mechanic was awesome... I dont think the Map will be as awesome as it was if you dont have the underground (the pit in mid for example was necessary for some tactics). And yes ive played it comp. too... this was an awesome map :D

Stay on it and make us the best remake possible! :D

oh, btw, just noticed you didnt draw a path connecting the middle with the lower parts of the map (on the left side) - did you remove it on purpose? Even if you dont want to keep the underground - i think this part musnt be removed ;)

Posted

Okay, so the reason I am removing the underground section is to make the map "smaller". It removes a layer of complexity from the map that had a very forced feel to it. The whole underground section was basically just a connector from A to B and then a big section underneath B for people to wrap around. It was also dark and narrow, which doesnt allow for good play sense in a competitive setting. My goal was to create a map with a more competitive background. And I DO know that the map used to be player competitively. But even back then it wasnt necessarily the most favored map by teams and also the game has changed quite a bit in a way. Also I simply wanted to force the map into the 2-1-2 style because I do believe it makes for better game play. That is also the reason I removed the connector from mid but added a stair case next to the bridge that allows a connection from river to CT. Due to the added bend and the removal of the sniper house for cts, mid is now much more contestable and an essential part of the map. I also moved the entrance from river to B up by quite a bit so the distance from bridge to B is shorter.
In theory, all of this should balance out the two bombsites. A has now 3+1 entrances (counting the balcony above the damm and the damm as one option, then the lower route that is now more connected with the damm route and also bridge to mid + A from CT. I also slightly moved the planting spot to the side and I will add a lot more cover/corners to A, so it will be easier to defend than in previous versions (rather than relying on rotating and back stabbing Ts that were going A from B/underground). B is a bit harder to take with the removal of the underground section but at the same time also more rewarding once you manage to plant. I felt like this was a bonus for Ts and brings a bit more balance into the map.

 

I am looking forward to playtesting this version, ideally in a 5v5 setting but also with the MapCore community after my winter exams in Jan/Feb and see if all my theory crafting works out.

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