GCool

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  1. I had an idea for something like this recently whilst playing batman;

    Have it so that some mobs, especially in maps which are supposed to be 'home turf', have some sort of 'supply crate' which they can use to upgrade themselves.


    The idea is simple; one or two new members of mobs which only have melee/limited attacks. Maybe even use some of the existing ones that fit that criteria. Hell, not all of them have to be that limited.

    Have a themed supply area (for general thugs it could be supply crates or wall-mounted cabinates, for magic users it could be alters or chests, technology users could have high-tech looking cupboards or wardrobes - each should have one for use in bases, and one portable one to be used in any environment) which can randomly be spawned as an objective.

    Upon seeing an enemy/player, one NPC which is the least armed and not under direct threat will run to the supply crate.
    They stay there for a few seconds, and, if not attacked, will become upgraded.

    These upgrades could be anything, really. Depending on the Mob using it, it could be general armour, a heavy weapon (SMG/shotgun/battle axe), it could be a rune with a new power (ranged attacks), a jetpack or teleport-pack, it could even be a syringe of superadine (which would turn them into a big hulking tank).

    If the crate is not occupied, another enemy could go use it.
    You could have several crates to increase danger.


    Not really new tactics for enemies, as much as new threats for players.
  2. ((sorry in advance about double-letters in words, as my keyboard sucks, and other bad spelling is 'cause i'm a bad speller =]))

    I wrote a post a while ago on these forums which woould suit you perfectly.
    Don't remember it all off by heart, and not gonna re-type it all, but the gist is this;

    AA - Arena Architect
    Situated in anywhere heroes and villains can meet up and work together (mostly Pocket for now, but when Rouge comes out there'd be space there)


    In initial settings, you can choose 1 or 2 teams max. If two teams is set, you can cap out players to either 8 (4 per team) or 16 (8 per team), depending on map size, or choose the number of players that start on each team (which could become 1 vs 15).
    Setting up the teams, you can choose to make them hero/villain only, or mix. You can also make it TvT, TvE or turn one team into a pvp group. You can also set NPC aliances for each team (which can act as world mobs or could only spawn around objectives) and give teams bonuses (giving them, for example, passive stealth, Slow, Rage, or any other de/buff)

    You can choose to have 1 map or 2 maps; with 2 maps, each team will spawn in their own map - to allow races - with 1 map, you can choose for them to start at opposite ends, or make one team spawn alongside npcs near the current objective as defenders (essentially making them advanced mobs. Maybe give them a 'teleport to next objective' button).

    You can change what happens when someone is knocked out - from standard death (with or without front-door respawns), respawning at the next/last objective (for defending/attacking teams respectivly), changing to the team that killed you, or teleporting to a new location - either floating in a stasis spell with a few enemy NPC mobs around (becoming a rescue ally situation), in a world object like a bodybag (as a clicky), or in a jail cell (on select maps)
    These can be chosen on a per-team and per-killer basis, so being killed by an NPC could send you to respawn, whilst by another player traps you.
    (maybe aditional extra options like you must click a dead enemy to send them to jail/stasis - like a clicky - and/or having wakies able to break you out of stasis spells/body bags to even out the game)



    In objectives, you can set them to be team speecific, make it so that both teams go after them (first one gets it), or make them togglable (such as clickies that can be captured by either side). Tasks can also be set so that each team wants the opposite outcome - or set the 'resuce hostage' npcs to 'secure captive' npcs on opposing teams.
    Objectives can be linked more effectivly (so you *have* to have one of them for the next one to be available), and these links can optionally be reversed for each team.
    Options such as timers can be added to objectives, or increase the score for each second an objective is 'true'.

    New objectives such as carryable objects can be added, and new maps based off the bank missions allow you to choose which team goes to jail. You can also have 'kill all enemy team members' - where sending them into stasis/body bags also counts as death as a normal objective or override objective (though to be an override all enemies must be dead at the same time for 10 seconds), and have 'timed mission' count for one team only if preferred.

    Finally, you can set different endings depending on which team wins. Possibly make it so that teams get points for winning, or that the next map in an arc is decided by who won.



    My original post was far more technical, but you get the idea. Through everything above you could pretty much re-create any multiplayer game you want, and then some.
    For example, using one team as a mob results in assault, a reversed string of togglable clickes gives you a simple control point game, setting both team to escort the same npc to their start point could end up with a sort of psuedo tug of war game. Setting up the game right could create team deathmatch, infection, team Tag or even british bulldog.

    On top of this creative players will no doubt add their own story, come up with new games or mix-and-match several styles into one big mission. Possibilities would be literally endless.
  3. Gonna sound more noobish now; How do I contact Support?
  4. Couple of small things;

    Allow the map to have 'none' selected for base group. If I want a map that's empty except for the toons I choose then I should be able to do that.

    Same for bosses - we should get a 'single' option.


    Boss groups;
    For the custom group creator, we should be able to create 'teams' of bosses/EB/AVs - maybe even Mins/Leus, and use them in our boss groups / anything you can choose a single mob for.

    For example;
    I make a dynamic duo - I want them to be the final boss battle, no other people in the way. I create two different bosses, then add a 'team' and put them both in it, then select that 'team' for the 'boss' option.

    Up to 8 members of a team, maybe, so I could have a good teeam-on-team battle, with unique baddies and none of them being split up.
  5. I went to the RWZ foor the first time every today (yeah, i've had the game one and a half years, but I've never got a level 50 even - I don't play that rigourously)

    Anyway - I went through the protal in PI, and then the laoding screen came up, it got to about 2/3 - 3/4s loaded, then the game crashed.
    I restarted, same thing.
    Tried it once more, got the ssame thing again.

    So now i've lost my highest level toon in the RWZ, since I can't log in to that toon without crashing pretty much instantly.

    Help?
  6. /signed, so long as there are several ways to solve some 'missions'

    I.e. a cat in a tree/on a lamppost;
    <ul type="square">[*]Fly up and pick it up carefully (clicky so long as you're in fly mode)[*]Target it and use recall friend to bring it to your hands[*]Target it and use a telekinisis based hold power such as 'levitate' to lower it safely into your arms[*]Target it and use a knockback power to bring it down to earth with a bump *[*]Tear that motherfarming tree/lamppost down with your attack powers *[/list]
    * - as the cat's falling, you/a teammate can catch it by jumping/flying/walking into it, or using a hold that holds targets in the air and clicking it. On landing, the cat takes a small ammount of damage, then beings to run away from you like crazy**
    ** - If the cat runs, you/a teammate can catch it by running into it, or using a hold/sleep/stun/fear power on it, making it into a static clicky kitty.

    - Your powers don't damage the cat, but the cat is effected by any status debuffs you throw at it like a normal enemy. Maybe allow it to be SB'd/AM'd just for a challenge.

    - Enemies will attack the cat if you provoke them

    - When you have the cat in your arms, you cannot attack (but can fly/ss/sl). Being attacked makes you drop the cat**.
    The cat must be taken back to the owner to complete the mission. If the cat dies, you have to go back to the contact and explain what a horrible person you are.
  7. GCool

    New Archetypes

    I'd love to see a manipulator or stealth AT for heroes, as a stalker equivilent, or a sort of 'short ranged controller/defender'

    Primary powers include stealth as a given, and mostly focus on enemy disorienting powers and melee/close-ranged attacks, but nothing as powerfull as stalkers.

    Each primary set has one directly-player-controlled pet, which renders the player defenceless to attacks whilst used. The pet is similar to a traansformation for keldians, as you are given access solely to it's powers when used; mostly to be used for reconansence or distraction, although some could trade this out for ranged attacks.

    Secondary powers focus on single-target buffs and a 'base creation'. - By this I mean powers which, whilst they can be used in combat, are more suited for creating bases away from the action for weak players to retire to, as well as unique powers such as recall points (see below).

    Some examples could be;
    (note; powersets under this are not complete, but just some examples of powers)

    Primary; Cognative Suppression

    Hide in plain sight
    stealth

    Sleep
    close ranged power, sends target to sleep if effective. If it misses, your stealth is broken

    Mind melting
    medium psychic damage, melee range, short stun duration

    Distract
    Targeted AoE - Creates an imaginary target at the chosen location which continually taunts with a wide AoE untill it is destroyed

    Trusting Touch
    If effective, the target follows you and attacks anyone you attack for a short period of time, or just confuse in pvp

    Trick of the mind
    Pet spawn - Whilst in use, you are completly stationary, as it takes all your concentration to control the entity.
    If the pet takes damage, your body doesn't, and the damage is relayed at melee distance to anyone directly behind it.

    Powers; fast teleport, hover, Taunt (single target), Taunt (multiple targets), Psychic blast (knockback, no damage)


    -----

    Primary set - gadgets

    Stealth Suit
    Stealth

    Tazer
    Melee ranged, medium damage, stun

    Stun Gun
    Hold on a ranged target, low damage

    Feign
    Drops a copy of your dead body on the ground, placate in a large AoE

    Spybot
    Creates a pet spybot - Small in size making it hard to see (high stealth and defence) and very fast. Made of durable alloys (high health). Possible to allow it to walk on walls?
    Powers; Super Leap, Laser beam (low damage weapon), Whistle (toggleable AoE taunt), Self destruct (aoe damage and knockback)

    Possibly allow the spybot to use clickies and open doors?



    --------------


    Secondary Set; Defencive Fire

    Enveloping Smog
    +stealth and defence on selected ally

    Firewall
    Targeted AoE - Creates high flames around the edge of the ring which do damage and knock the enemies either out (if trying to get in) or inwards (if trying to get out)

    Cauterizing Flames
    Targeted +regen and +dmg(fire)

    Pheonix's Nest
    Creates a 'teleport to' point for yourself. On creation, gives you a small pop-up box with a single-use 'recall' button that you can activate as long as you are in radius (similar to recall friend's). The recall can be used when dead.

    The nest can be destroyed by enemy attacks.


    Campfire
    Creates a small fire that has an AoE +regeneration and +def (cold) effect. Can be put out by enemy attacks, inc firefighter temp powers

    Pheonix's call
    Grants a 'recall' popup button to a targeted teammate, so long as you have a Pheonix Nest open. The power only has 5 recharges per nest opening.

    The pheonix nest is upgraded to have a maximum of 3 uses before it vanishes, but any player, including the owner, can only use the recall once.

    Using a pheonix call on a nest will upgrade it to ressurect the next dead person it transports - if used, the player comes back with half health, no endurance and power dampening for 5 seconds. An upgrade counts as a single use of the power.


    -------------

    Secondary Set: Dark Arts

    Dark Armour
    Applys the dark armour buff to an ally

    Howling Winds
    Targeted pbAoE, enemy Push/repel, knockback and knockup, ally hover, +def

    Soul Sharing
    Damages a targeted ally's target (provided it is an enemy) and heals the ally by an equivilent ammount

    Grapple Point
    Targeted AoE - Creates a small portol in the targeted location. The user and any allys in the AoE on creation get granted a temporary power; Dark Grapple.
    Using this on an enemy - if successful - pulls both you and the enemy through the darkness and back to the portol, heavily damaging the target and healing the user. If unsuccessful, the user may still be teleported back


    Undead guards
    Self AoE - Summons 2 Zombie soldiers which cannot leave the AoE they were spawned in. They patrol the outer rim of the AoE, attacking anything that comes near enough.
    The Zombies are armed with fast regeneration, swords, shields, and short-ranged Fear attacks. So long as the spell is working, the Guards will be automatically respawned at short intervals.

    The AoE does not move after being created.

    The power is inturuptable and has a heavy taunt effect whilst casting. As you are in the center of the spell, it should not be used in combat.
  8. GCool

    Zombie Mall

    -double posted O.o-
  9. GCool

    Zombie Mall

    The power surges could be predictable? Like every x minutes there's a wave of them?

    And as for fitting, I mean the sense of 'oh god will we make it?' which makes zombie stuff more fun.
    If you can just go in, blast off some powers and wipe them all out in seconds - well, where's the challenge, the fun?

    Maybe the power surges could be area-based? Like the whole main corridoor could go off, but other areas are still working? Then later on the corridoor is back on, but another part flickers to a halt?

    The whole zone could be pretty twisted and turned, with only one or two exits at either end.

    random survivor groups could spawn, needing leading to the enterances and exits, or temporary 'contacts' could ask for help finding a friend.
    There could be events where a helecoptor is coming to the roof but it's infested with zombies, so you need to clean them off - the power suppression is inefective outside obviously..
  10. GCool

    Zombie Mall

    Nah, not neccersarily saying l4d, just some stuff that would make the game more interesting, challening and fitting... It's generic zombie stuff =D

    Plus, panicked citizens would be great, but even better if you could 'save' them from zombies, give them weapons etc, and have them in your team temporarily...




    Edit;

    Idea for the story;

    This 'mall' was a futuristic shopping site for all peeoples to use in harmony, much like PocketD.
    It had forcefields and powerdampening so that the supers couldn't hurt anyone, and civilians wouldn't be under threat.
    They also had a cutting edge medical center, full of respawners.

    One day something goes wrong - like a power station is hit by a way-ward ritki ship. This screwed everything up - creating constant power serges, etc.
    This damaged the respawners, causing many of them to malfuncton - respawning many of the people damaged in the explosion as zombies, including one or two wandering heroes and villains.

    Obviously, the infections spreads, and periodically power surges flick through the building.

    Usually, the power is somewhat stable - your powers are dampened, you recharge/regenerate slower than normal, but if you die you can still respawn in the hospital, and if a civilian dies they'll stay down.

    Sometimes the power flicks back to full for a moment - during these states you cannot use your normal attacks, nor naturally heal or regenerate. You can use any weapons you picked up in the building or other temporary powers, though, such as brawl or jetpack, and if you die you can respawn at the hospital.

    When the power goes down completly, you work as normal, but if you or any civilian dies, your corpse comes back as a zombie. You cannot respawn until the power comes back on and your corpse is laid to rest, either by being killed by an ally or after 10 seconds of being exposed to the health system.
  11. I didn't say that. I said that it should get rid of debt without giving XP.
  12. GCool

    Zombie Mall

    Love the idea of a zombie zone! Awesome.

    Needs a few things zone-only things could be incorperated to add to the tension;

    A zone-wide endurance, regeneration and healing debuff, maybe even minor power weakening or (if it were an old version of a pocket D area, with broken mechanics) random 'surges' of power dampening - makes it harder to survive onslaughts for long periods of time, makes the rest of this more vital;


    No insp drops on zombies


    Clickies such as food stands and medical supply closets which allow instant buffs or give you insps


    Other clikies give temporary power 'pickups' such as shotguns, gumballs and other random weapons that don't require end to use, but only have one or two uses and cant be used outside the zone.
    Maybe a cap of 4 of these items...
  13. [ QUOTE ]
    Buy vets

    [/ QUOTE ]

    No.


    Srsly.
  14. Maybe have an option to toggle it? Maybe even have an option for testing to remove debt, but not give XP.
    I know personally I wouldn't want debt on my toon just for testing an MA arc - especially since I make my own mobs
  15. Auto unlock your country of origin, then have to do a mission to get the rest, maybe?
  16. I'm not a massive fan of the current pvp zones, and from what I can tell, neither are many other players.
    With the system I outlined above alone, I can think of at least 20 different gamemodes which could be bodged together, then stretched over every compatable map in the game - we're talking hundreds of small pvp / H+V games.
    Add onto that all the creative things I know people would come up with which I didn;t even intend the system for, plus extra features added by devs*, and the creative collective's brilliant story ideas - well... I'm sure other MMO's would be struggling to find something equal enough to compete for their multiplayer side...



    I aggree that XP, on this MA at least, should be taken off. Seing how it'd be in PD, I'm sure it'd be possible to get around potential issues easily by having a story behind why it's not allowed.
    It also means that teams could be auto-SK'd, which would be far better for a system like this.

    As for just having Arena systems - It *could* work, but I think it really does need it'ss own rules.

    I mean, you could cutt off this idea with just Standard and Race, save a tonne of coding, and still have a decent minigame. But the potential for Mini-games is so great with this it'd be a shame to miss out. Not to mention i'm sure that if it were just a choice of the two simple modes - with nothing more in depth than the current MA - interest would wear off very, very quickly.
    I'm sure with the ammount of stuff available, someone would be able to set up a decent control-point or CTF gamemode based story, which would be amazingly fun to play just to unwind.
    Without reward - noone would play it constantly - but i'm sure the fun wouldn't wear off for ages.





    * For example, letting escorts spawn at selected entrances to the map, and allowing them to respawn when they're lead out.
    Allow the creation of status changes (e.g. +/-speed, +/-fly, +/- Invuln, rezzerect**, hold***) and allow them to be triggered on specific players by goals (e.g. the player who completed a goal gets the de/buff, or new triggers such as 'on death' or 'on killed enemy player' or even 'random player choice on enter')


    **whilst rezzurecting, allow auto-teleport to a specified area/objective/room - even if they arn't dead

    ***hold for X seconds / hold untill teammate within melee radius / hold until objective completed (choose) + choose hold effect/animation + optional mob spawn



    - with these few additions alone we've got several new gamemodes.
  17. GCool

    Time Tampering

    Thanks guys =D
    I do like this powerset ^^


    Also, Pax, I have a large collection of time manipulating games and films. Not seen Braid, though... Looks cool.


    Paradox - idunno, I thought it seemed fair. The Pet has the potential to be over-powered, but given the same restrictions as MA it can't go too wrong.
    As for being confusing, it might be, but it's based off a pretty old time travel concept -


    Basically, this is what is implied;

    You (time traveler) go a short distance into the future, save a teammate from dying (the target teammate or your future self) and bring them back to your timeline. They continue to help you. Eventually you come to the point in time where the target was about to die, and you witness your past self coming and saving the target before dissapearing back into the past, thus completing the loop.


    This is what you see;

    Your toon puts the target (if applicable) into a hold of some sort then teleports away. A few seconds pass. The target (if applicable) teleports back to his original location, whilst the player and the future version of the target reappear next to each other.


    What acctually happens;

    When the player comes back, the player target is teleported to the user's side and damaged, to simulate coming back from the future. In his original place, an NPC is spawned with full stats.

    The NPC continues to stand for the 'current' timeline of the target, whilst the player target is the 'future' version. When the 'current' one (pet) is about to die, he is 'saved' by a remake of the user, thus becoming the 'future' version that was rescued.

    -----------

    So basically - you gain a teammate from the future, who just happens to be someone allready on your team (unless you don't/can't target someone, in which case you bring yourself back).
    It's slightly complicated, I aggree, but it does work, and the in-game illusion should be fine.

    Plus it's just awesome. I'd seriously play the game just to get to that power, so that in later levels I can fight alongside myself for solo mishes and utterly freak out when it gets to the cinimatic of me watching myself come from the past in order to save my other self from death and take me back to the past so I can help me get to the point where I currently am.
    Oh how I love paradoxes.



    Anyways; as for altered destiny, it may be a bit hard to decifer, but;

    <ul type="square"> [*]The target ally is [u]allways ressurected[u], so long as they accept, just like any other rez power.[*]There is a chance that any dead teammates, within a large AoE radius of the target, can also be ressurected. This should probably be something relatively high like 45% - possibly increasable with Yellow Insps.[*]There is a slightly smaller chance (say, 15% for every individual rezzed) that an enemy within the AoE is also ressurected / respawned with low health.[/list]
    The point of it from an imagery stance is to show the 'butterfly effect' - I.e. changing one thing in the past (saving a teammate) can effect other things (they might have helped another teammate, or your interferance may have prevented an enemy's death somehow) - because it all happened in the past, and the game is stuck in a single timeline, you can't tell for sure what happened or why; you just get the results.

    The point of it from a gameplay stance is to add some more random chance to the set (which you'll probably see, it's heavily based on) and to balance it a bit (Being able to rez more than one person at a time is pretty powerful - Dark Miasma gets around it by having to have an enemy near-by. This one gets around it by not nessercarily getting everyone, and possibly spawning a small ambush)


    ((edited to make it easier to read))
  18. GCool

    Time Tampering

    Basic idea for a power set for defenders, corruptors and controllers - Time Tampering

    Probably needs a bit of tweaking, but the idea is there.
    (Bold = power name, Italics = description, Plain = stats/effects, Parenthisis = aditional info/effects)

    Please note that the set does NOT change the speed of the game to show the effects, it only uses Buffs and Debuffs.


    "By manipulating localised pockets of time you can effect the course of a battle. Time is a flexable medium, and some powers may have different effects between uses"



    1) Restore

    With enough focus, you can take an ally's body back to a point in time before they were damaged, effectivly healing them, even extending their life

    Ally Heal, chance for +regeneration, chance for +max health



    2) Pause

    You can pause an enemy in time and space. Any damage they receive whilst paused is only dealt to them when they return to the normal timeline. The experiance can seriously unnerve some enemies

    Enemy Hold, +Special, chance for disorient

    (enemy's animation pauses and enemy does not fall to ground)



    3) Fast Forward

    Allows an ally to live at high-speed for a short time

    Ally Heavy +Endurance +Recharge +Regeneration +Dmg +Acc +Speed for 3 seconds



    4) Future Sight

    Giving your allies a glimpse into the future allows them to plan ahead, making them more effective in combat

    Ally +Acc, +Def(all), Chance for +Res(all), Chance for +dmg



    5) Altered destiny

    By going back in time you can change history, potentially preventing your allies from dieing. Whilst you may only aim to save one teammate, it's possible that their actions save others, or that your actions prevent the death of an enemy

    Self damage. Targeted AoE, Target Ally Ressurect, chance for AoE team heal, chance for AoE team ressurect, chance for enemy ressurect (uses map's enemy group if none are around).

    ((Effects; the player vanishes and returns as if teleporting before and after casting, with damage sustained on return. Ressurected allies have roughly 50% health, resurrected enemies have 10%))



    6) Instant Responce

    Being in control of time, you can see a threat coming and deal with it instantly - even pausing time to go up and deal damage personally

    Self +def
    Toggle: AoE Knockback, Minor damage (smash), Chance for stun

    (effects: when the attack hits, the player's model flickers, appears next to the enemy as if punching them then returns to original position)



    7) Mists of time

    By blurring the flow of time around you, the echos of beings past and future can help you distract and confuse your enemies. The more echos around you, the less likely you are to be attacked

    Self minor stealth, PBAoE team minor stealth, +def(all), Summon echos

    Echo powers; Taunt, Touch of fear, PBAoE Team Stealth (dosn't affect self)

    (effects: Smoke eminates from the player, Echo decoys made of the smoke randomly spawn in the area and dissapear after several seconds / if outside of AoE)



    8) Relativity

    By playing with time time infront of you, you can speed up allies and slow down enemies

    Ranged cone, Ally +speed, +recharge, +recovery, Enemy -speed, -recharge, -recovery




    9) Create Paradox

    Through mastery of time, you can allow a paradox to occour - bringing a dieing teammate from the future to help you out. You can even bring yourself back, but only one of you will be able to manipulate time.

    As this is a rescue mission and the ally will return heavily damaged, it should not be attempted during combat.



    If used on an ally target and request accepted -
    Summon Copy of Ally, Temporary ally intangability, hold, damage, +recovery

    Else

    Summon Copy of Self (no access to time control set), self intangible, hold, damage, +recovery

    Summoned pet is based off the MA carachter creation, and it's level depends on the difficulty of the map and team size

    (effects; Target[or self] teleports away [held and intangeble for 3 seconds] and both player and Pet 'teleport' back into original location. Target has 5% health, but can be healed.
    On Pet 5% health, a copy of the player appears next to pet, they talk quickly, then both teleport out of existance. Both pets are invincible for this scene)
  19. Ah, sorry, sshould've been posted here.
    But the problem still stands.

    -Also, not sure if it's still happening, but if you set a clicky to be started by completing another goal (i.e. defeat a boss&gt; get 2 clickies) they spawn at the start of the map and are still interactable, meaning you don't need to complete the other goal first...
  20. Ok, this is the set up of part of my mission;

    4 objects to destroy
    &gt;
    One citizen to rescue
    &gt;
    One boss to fight


    Each goal is triggered by completing the one before it, so you need to destroy the objects to get the civilian to kill the boss.

    For some reason, this comes up as an error, stating it's a dependancy loop (which it clearly isn't), meaning I can't test my arc.



    Also, 'kill all enemies' seems to take up a slot from the boss/ally/ambush section...

    Any help?
  21. GCool

    Map Editor

    (if this is in and by some amazing fluke I missed it, then disregard the rest of this post)

    The thing that's missing most from MA, as far as I'm concerned.
    I mean, I'd love the ArenaA that I wrote in the other post, the 100kb limit is a little low and power/health frequency/ammount neeeds to go in at some point, but I'm amazed this isn't in. It's the first thing I thought I'd see.

    You wouldn't need to make it any more complicated than timesplitters. Only allow indoor maps.

    Let's say we have several main tilesets - some, if not all of which could be purchased with tickets.
    Things like Tech lab, Warehouse, Caves, Sewers, Offices and Arachnos Layer. Even Supergroup would be a cool tileset.

    Then you have pre-made rooms. Things like single-tile peices (short corridors or corners), ramps, large spaces (especially in warehouses), tiles with double layers, etc. You pick them up and put them where you want on a grid, rotating them as you go. Tiles can only connect at set points, and if they don't connect then that part of the tile gets blocked off.

    Maybe have one or two 'outside' tiles, which can't be linked up directly, but give a nice outdoors area to play in.

    You have a symbol for 'enterance' - where players spawn. You must have this in your map, and it can look like whatever you want.

    Then you have little symbols for Enemy spawns, Ambush spawns, Boss spawns, etc.
    These would spawn the key object at that location, then try and put any extra enemies as close by as possible.
    You could probably even allow them to be named, which would allow you to place things with precision (rather than front/middle/back)

    Then you can create extra floors, maybe even allow a second tileset to be used (no more than two would probably help limit memory issues, but I don't know)

    Then you can put in doorways. These would need to be linkable. Different doorways could be selected. Things like lifts would have to be placed to linking areas so that they can be outside the map.

    Finally, you have special peices.
    Things like jail cells (which automatically suit the tile set, with matching doors) and respawn points (where you go instead of hospital, obviously can be placed in the jail cell, but so could allys).
    Maybe, like Timesplitters, doors could be placed where tiles are linked. These could then be set to open as a clicky, triggered by an in-game event (like destroying a generator), or told to stay closed.
  22. Seriously? No one as anything to say? Not even flaming?