🐸48kg_Penis🐸
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General Map Concept
The action takes place on the 3DMirror map in DeadLock, which features three lanes and is symmetrically divided into left and right sides, as well as allied and enemy halves. The map is designed in a demonic style, where the environment and architecture actively participate in gameplay rather than serving as mere decoration.
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Lighting Mechanic and Soul Usage
It is proposed to introduce an activatable lighting system that can be enabled only on your team’s side of the map (for example, the left side). By spending a certain amount of Souls (the in-game currency), a team can activate lighting in specific buildings.
This lighting does not provide vision through walls, but instead serves a reconnaissance purpose: any enemy located inside a lit building is displayed on the mini-map for the allied team.
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Interaction with Buildings and Streets
Lighting can be placed both inside buildings and on the streets (lampposts, demonic light sources, and other environmental elements). However, balance is maintained through an important limitation:
• if an enemy moves along the streets, even when street lighting is active, they are not shown on the mini-map;
• an enemy is shown on the mini-map only when they enter a building where the lighting is enabled.
This encourages players to use buildings more thoughtfully and adds a tactical layer to route selection.
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Counterplay for the Enemy Team
To prevent the system from being overpowered, the enemy team has a way to disable the lighting. If an enemy player pushes deep past the allied T2 objective, they can find a special lever and destroy it, disabling the lighting in the corresponding area.
This creates a risk–reward scenario: the enemy must enter a dangerous zone to remove the scouting advantage, while the allied team is encouraged to defend key infrastructure points.
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Core Idea Summary
This mechanic adds depth, tactical planning, and environmental interaction to the map. Lighting becomes more than a visual feature—it turns into a meaningful tool for territory control, scouting, and pressuring the enemy, while remaining balanced through clear limitations and counterplay options.
The action takes place on the 3DMirror map in DeadLock, which features three lanes and is symmetrically divided into left and right sides, as well as allied and enemy halves. The map is designed in a demonic style, where the environment and architecture actively participate in gameplay rather than serving as mere decoration.
⸻
Lighting Mechanic and Soul Usage
It is proposed to introduce an activatable lighting system that can be enabled only on your team’s side of the map (for example, the left side). By spending a certain amount of Souls (the in-game currency), a team can activate lighting in specific buildings.
This lighting does not provide vision through walls, but instead serves a reconnaissance purpose: any enemy located inside a lit building is displayed on the mini-map for the allied team.
⸻
Interaction with Buildings and Streets
Lighting can be placed both inside buildings and on the streets (lampposts, demonic light sources, and other environmental elements). However, balance is maintained through an important limitation:
• if an enemy moves along the streets, even when street lighting is active, they are not shown on the mini-map;
• an enemy is shown on the mini-map only when they enter a building where the lighting is enabled.
This encourages players to use buildings more thoughtfully and adds a tactical layer to route selection.
⸻
Counterplay for the Enemy Team
To prevent the system from being overpowered, the enemy team has a way to disable the lighting. If an enemy player pushes deep past the allied T2 objective, they can find a special lever and destroy it, disabling the lighting in the corresponding area.
This creates a risk–reward scenario: the enemy must enter a dangerous zone to remove the scouting advantage, while the allied team is encouraged to defend key infrastructure points.
⸻
Core Idea Summary
This mechanic adds depth, tactical planning, and environmental interaction to the map. Lighting becomes more than a visual feature—it turns into a meaningful tool for territory control, scouting, and pressuring the enemy, while remaining balanced through clear limitations and counterplay options.
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