Clone Drone in the Danger Zone

Clone Drone in the Danger Zone

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Crilly 320 1 Jan, 2020 @ 10:42am
Steam Workshop LBS Design thingy: Maze Of Upgrades and An Office
Well, LBS on the workshop and LBS in general is extremely dead and I made a map for LBS that has some cool design, I just wanted to write down the sUpEr InTrIcAtE aNd AwEsOmE dEsIgN because the map itself is likely doomed to forever rot in the LBS section of the workshop untouched because no one cares about LBS workshop maps anymore


Link to Actual map: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1955838193

A Text Based Tour Of The Map

well, the map starts by having the trash bots take the players onto moving platforms which take 6 seconds to reach the main maze island, this is intended to have some early open close quarters and make the maze more crowded and lethal once they arrive
then the maze is scattered with upgrade drops,

3 of which are guarded by hazards, one by an energy beam, another by a spike ring and the last guarded one by a flame beyblade (which I made changes to it's trigger mechanism so it is properly networked and not dumb) and if you escape the maze you end up in the left or right halls to the office area

The left hall has the office vent, which leads directly into the office, which has four drops in it and some extremely great leverages on your opponents... if you have a bow, THAT'S RIGHT! the most worthless and least lethal weapon in LBS now has an actual purpose of operating the office similar to my dead FNAF challenge, there are a bunch of cameras which can see into the vent, the left and right hallways, and each of the guarded upgrade drops, each camera is marked on a grey map as a green square, when a player shoots one the camera is changed to the one located where that square is, and there are also the doors, which are big green rectangles on the walls which close when they are shot, and you can only have one door closed at once, and the vent in the left hall completely ignores these doors and the only way of stopping people from getting in is to shoot them as they come out of the vent.

The final zone is located in the office, as expected. and the final zone laser field is changed to allow people to get into the office via vent, and I'd imagine fighting would get pretty intense as the (what will most likely be mostly bow users due to the office existing) fighting in narrow straight vents, which are next to impossible to maneuver in, and power kicking someone out of the office and shutting the door on them and leaving the autolaser to kill them sounds like a pretty efficent way of using kick in the final zone



Some Other Design Details

Well, I will start with the vent, the vent can't be entered from the office, meaning people can't cower and run when people get past the doors, raptors and giants also can't exit the vents into the office, meaning you won't get decimated by the giant or raptor rider, you can protect yourself from them with the doors


The Maze's design is confusing, and it funnels people down central routes to reach upgrade drops and the office, leading to feeble bow users and other weaker robots getting in claustrophobic spaces and having to run real fast to escape the melee bots who have advantages in there

The office itself is meant to give the bow a chance and an actual advantage over melee users, who are shut out and are always being monitered by the bow user in the office, or need to be funneled down a narrow pathway to reach them without fail, and a melee user is incapable of using any function of the office at all, meaning hybrid builds and arrow spammers will be more common on this stage

The initial platforms are just there for coolness, but they make sure that everyone is in extremely close quarters right out the gate and the lack of protection from falls makes powerkick ideal, and you can return to these platforms after you arrive, meaning you can use powerkick against people who underestimate the power of kick


What this brick of text and nonsense means

Well, this map is designed to encourage playstyles that are pretty much never used, as the standard sword or max sized hammer often dwarf the bow and kick only builds by a lot, but the office and the variety of hazards in the maze and the initial platforms encourage those lesser used builds, even though 99% of the map was made based on an idea that threw itself at me during the night, I think it came out extremely well designed


Conclusion

Well, I wrote this to bring attention to workshop LBS maps after the whole "community map rotation" thing went into the shadow realm and well... there is no other way to promote LBS maps besides begging streamers to play them and I hope that LBS workshop maps get treated with more love in the future
Last edited by Crilly; 1 Jan, 2020 @ 10:52am