Kapljeu
Well-known member
- Joined
- Aug 19, 2015
- Messages
- 595
- Reaction score
- 242
- Server
- Korell
- Main Pilotname
- kalpeuwasnaked
- Rank
- 100
After i saw, that somebody came up with the same idea about a future conquest planet as i did, i decided to show my Ideas before it happens again
Since english is the more popular language i am posting it in the english part of the Forum so that more player can understand what i was thinking when i designed these following planets.
Basic Information:
Landing Zone
Energy Fields
Control Points
White: Ships cant fly here
Black: Ships can fly here
Further i thought that if we are getting another CQ planet i do not want something that we already have in the game. And if you take a closer look at our currently existing CQ Planets you will very shortly find out that most of them are made like this: Rocks/Collision Objects, Paths and Control points just randomly thrown into a map, mixing it up and there you go: awesome Conquest planet. Only very few planets have a Pattern or something like it. But surely every Conquest is different since it always depends on how the Control points raise.
Anyway... i thought it would be great to have something entirely different so most of my planets are based on:
Do we have this in the game?
Yes! --> delete it
No! --> good, keep it
which means that some planets that i created will make you laugh or make you say: that guy is crazy...
...well thats right... but i want a cq to be fun and how to improve that by making a completely crazy, impossible and disgusting cq planet?
You will also notice that sometimes there is a symmetry just cause we only have only 2 planets that are rather symmetrycal and i thought why not making another one.
Also i tryed to split up the landing zones to make it harder to block it if you fight vs a smaller group of enemys allowing it the smaller group to at least group up somewhere and not getting slaughtered in the LZ. Even though i know that the landing protection made this a bit less of a problem.
Nevermind... lets start:
1.
Somebody already uploaded the same style of planet so i dont think i have to tell more about it. The only reason why i still upload it is cause i designed all of these planets 3 weeks ago and i dont want anyone of them spared.
Its just one Control point on a very small map which will lead to massive clash around/in the Control point.

2.
This one is basically an inverted version of Ob.
If it is not possible to have that many Landing zones just make a big one over the whole map.
3.
Speaking of a disgusting planet...
Each of these Control points has their own sort of ...difficulty... Some are hard to reach, some are easy to defend, some are freaking insane. But every one of them is so different to what we currently have in the game so that this map in total would be an awesome introduction of a Collision map being an even more annoying enemy than the enemy clan itself

Here you can see that i took the devs serious when they said: 3 pixels is the minimum for a ship to pass.
But dont worry: 3 pixels is really enough to get through but dont expect to rush through that with afterburner... not gonna happen
And i should say that even if the map design itself is not the best, each point has his own kind of epicness and i do really hope that if the devs like the design of one or more specific points that they use this in their design.
4.
And again... god i love this 3 pixel rule...
A pretty normal Planet you could say but i pimped it up with some small paths to cross the map quicker... if you dont choose the wrong way...
But again: the concept is a normal planet (it does not have to look like mine) equipped with some sort of a mine system to get to strategic places in a more... secret ... way.
FYI: i did not plan this map to look like a fat Panda in the end

5.
Who does not like chess?
And no i did not download the Collision map i made it all by myself...i just wanted to point that out since it was anoying work...
I just connected a few of the middle blocs to split the Landing Zone but outside the middle area there are no more connected blocs so you can pass everywhere.
I may also add, that it would look awesome if these square blocs could get something like an ancient or RDX pattern cause i think that would look really amazing.

6.
Who needs walls? I can already hear the
"where are you?"
"to the right... uhm...between A, G, F and... oh... uhm.... i can see you... no wait..."
surely its gonna be difficult to find enemys when they are not in control points, but hey we wanted something different right?
7.
It really is one of these 'throwing everything in a pot, mixing it and voilà'-planets, but it does have the style of Colossus... at least a little bit... and i thought why not.

I did not include any descriptions about a possible tactic for these planets just because it wouldn't say anything.
The tactic depends on how the points raise and so there is absolutely no need for any early discussions about any tactic on any map except the first one maybe... but there is not really much to explain: the better team wins.
These maps are all strange yes thats true... but i do rather have a strange and crazy new CQ planet than one of these we already have in the game
Thats all for now.. i may add more in the future but i dont know if i have the time creating some more crazy maps
Sorry for stealing your time but it had to be done
btw: of course i have some ideas about how to win on every single one of these maps but my clan didnt get to the top of the leaderboard by explaining our tictac to everybody
Since english is the more popular language i am posting it in the english part of the Forum so that more player can understand what i was thinking when i designed these following planets.
Basic Information:
Landing Zone
Energy Fields
Control Points
White: Ships cant fly here
Black: Ships can fly here
Further i thought that if we are getting another CQ planet i do not want something that we already have in the game. And if you take a closer look at our currently existing CQ Planets you will very shortly find out that most of them are made like this: Rocks/Collision Objects, Paths and Control points just randomly thrown into a map, mixing it up and there you go: awesome Conquest planet. Only very few planets have a Pattern or something like it. But surely every Conquest is different since it always depends on how the Control points raise.
Anyway... i thought it would be great to have something entirely different so most of my planets are based on:
Do we have this in the game?
Yes! --> delete it
No! --> good, keep it
which means that some planets that i created will make you laugh or make you say: that guy is crazy...
...well thats right... but i want a cq to be fun and how to improve that by making a completely crazy, impossible and disgusting cq planet?
You will also notice that sometimes there is a symmetry just cause we only have only 2 planets that are rather symmetrycal and i thought why not making another one.
Also i tryed to split up the landing zones to make it harder to block it if you fight vs a smaller group of enemys allowing it the smaller group to at least group up somewhere and not getting slaughtered in the LZ. Even though i know that the landing protection made this a bit less of a problem.
Nevermind... lets start:
1.
Somebody already uploaded the same style of planet so i dont think i have to tell more about it. The only reason why i still upload it is cause i designed all of these planets 3 weeks ago and i dont want anyone of them spared.
Its just one Control point on a very small map which will lead to massive clash around/in the Control point.

2.
This one is basically an inverted version of Ob.
If it is not possible to have that many Landing zones just make a big one over the whole map.
3.
Speaking of a disgusting planet...
Each of these Control points has their own sort of ...difficulty... Some are hard to reach, some are easy to defend, some are freaking insane. But every one of them is so different to what we currently have in the game so that this map in total would be an awesome introduction of a Collision map being an even more annoying enemy than the enemy clan itself

Here you can see that i took the devs serious when they said: 3 pixels is the minimum for a ship to pass.
But dont worry: 3 pixels is really enough to get through but dont expect to rush through that with afterburner... not gonna happen
And i should say that even if the map design itself is not the best, each point has his own kind of epicness and i do really hope that if the devs like the design of one or more specific points that they use this in their design.
4.
And again... god i love this 3 pixel rule...
A pretty normal Planet you could say but i pimped it up with some small paths to cross the map quicker... if you dont choose the wrong way...
But again: the concept is a normal planet (it does not have to look like mine) equipped with some sort of a mine system to get to strategic places in a more... secret ... way.
FYI: i did not plan this map to look like a fat Panda in the end

5.
Who does not like chess?
And no i did not download the Collision map i made it all by myself...i just wanted to point that out since it was anoying work...
I just connected a few of the middle blocs to split the Landing Zone but outside the middle area there are no more connected blocs so you can pass everywhere.
I may also add, that it would look awesome if these square blocs could get something like an ancient or RDX pattern cause i think that would look really amazing.

6.
Who needs walls? I can already hear the
"where are you?"
"to the right... uhm...between A, G, F and... oh... uhm.... i can see you... no wait..."
surely its gonna be difficult to find enemys when they are not in control points, but hey we wanted something different right?
7.
It really is one of these 'throwing everything in a pot, mixing it and voilà'-planets, but it does have the style of Colossus... at least a little bit... and i thought why not.

I did not include any descriptions about a possible tactic for these planets just because it wouldn't say anything.
The tactic depends on how the points raise and so there is absolutely no need for any early discussions about any tactic on any map except the first one maybe... but there is not really much to explain: the better team wins.
These maps are all strange yes thats true... but i do rather have a strange and crazy new CQ planet than one of these we already have in the game
Thats all for now.. i may add more in the future but i dont know if i have the time creating some more crazy maps
Sorry for stealing your time but it had to be done
btw: of course i have some ideas about how to win on every single one of these maps but my clan didnt get to the top of the leaderboard by explaining our tictac to everybody