OP
🤝
This topic will be for any discussion of the Cazzo Forge map / gametypes. I heavily encourage feedback both negative and positive, suggestions, ideas, etc. I will be keeping the public up to date with changes on this topic as well so you can know when an update is available without logging onto the game.
<b>Cazzo Forge </b>
Cazzo Forge is a new map with the concept of an extremely large linear (east and west are the only directions to travel) playable area but with a warp system that enables the quick fast paced combat that events like Red vs Blue offer.
The advantage of Cazzo Forge is that the gameplay changes depending on the map location, and the map location is constantly changing based upon which team is advancing/retreating. We have added flags to help direct combat on the map - these flagged must be captured in order and use radar pinging to easily let you see where to go next. The warp system always places you within 1-2 coords of the enemy so you never have to wait to have a fight.
The map itself is modeled after the USL league maps, taking various tactical elements from maps such as the idea of flank paths. Map design itself also draws from league maps - there are Elsdragon style building chokes to defend, KR east side rock clusters to dominate with laws or a nader, KR style methane rivers, Elsdragon "cock rock", etc. More map sections using the same general concept with different terrains are also planned for the future.
You can view the map at:
https://imgur.com/D9Ox9hx
https://i.imgur.com/D9Ox9hx.png
The whole concept of the zone and the new content is to help build the infantry population back up by making a better public play experience. We have had an increasing influx of players over the last few months, both old and new, that are trying out the game. We want to make sure we have the content that will keep them.
<b>The Future </b>
Right now development is focused on several tasks:
1) Improve gameplay on Cazzo Forge through clever map changes as well as fine tuning the warp and gametype systems.
2) Develop additional map sections / gametypes that use the same set of maps. The next gametype being developed will be a 1-8 player Co-op vs AI bots mode available in a secondary public arena. You will travel from East to West destroying a variety of bots and bot types. There will be mini-bosses and main bosses, possible quest type scenarios / side missions. There are also currently talks about introducing a battle royale style tournament gametype as well. This would include 2-4 player teams that spawn distanced out across the map that battle each other to be the last team standing. The map's playable area will shrink gradually over time from both the east and west over forcing teams to engage in combat.
3) Add a progression system into the current settings. Progression systems present a "next goal" for players to work for through additional playtime which helps increase activity. The idea is for the progression system right now to alter the current PvP structure only slightly but have a heavy impact on player vs bot combat. One idea includes allowing weapons to have their damage able to be upgraded from level 1 -20. Current plans including an opt-out system so that anyone that wishes to avoid the progression system altogether can without any negative effects. If you chose to, your Assault Rifle can always do 14 damage to an enemy and you will always receive only 14 damage - this way the balance for players that cannot commit much time to grind in the zone is not affected.
4) Develop AI for use in various Cazzo Forge gametypes but also make the coding flexible enough for easy bot implementation in any other concept.
5) Add new content for skirmish public play while watching closely to feedback from players to make sure changes only creating an overwhelming positive effect on gameplay and population numbers.
6) Apply the Cazzo Forge gametype/map concept to other itemsets besides skirmish, so that players could for instance play a Co-op mode vs bots with Eol Advanced settings.
I'll be posting more about specifics as time goes on and be open to any questions regarding anything mentioned above as well.
<b>Cazzo Forge </b>
Cazzo Forge is a new map with the concept of an extremely large linear (east and west are the only directions to travel) playable area but with a warp system that enables the quick fast paced combat that events like Red vs Blue offer.
The advantage of Cazzo Forge is that the gameplay changes depending on the map location, and the map location is constantly changing based upon which team is advancing/retreating. We have added flags to help direct combat on the map - these flagged must be captured in order and use radar pinging to easily let you see where to go next. The warp system always places you within 1-2 coords of the enemy so you never have to wait to have a fight.
The map itself is modeled after the USL league maps, taking various tactical elements from maps such as the idea of flank paths. Map design itself also draws from league maps - there are Elsdragon style building chokes to defend, KR east side rock clusters to dominate with laws or a nader, KR style methane rivers, Elsdragon "cock rock", etc. More map sections using the same general concept with different terrains are also planned for the future.
You can view the map at:
https://imgur.com/D9Ox9hx
https://i.imgur.com/D9Ox9hx.png
The whole concept of the zone and the new content is to help build the infantry population back up by making a better public play experience. We have had an increasing influx of players over the last few months, both old and new, that are trying out the game. We want to make sure we have the content that will keep them.
<b>The Future </b>
Right now development is focused on several tasks:
1) Improve gameplay on Cazzo Forge through clever map changes as well as fine tuning the warp and gametype systems.
2) Develop additional map sections / gametypes that use the same set of maps. The next gametype being developed will be a 1-8 player Co-op vs AI bots mode available in a secondary public arena. You will travel from East to West destroying a variety of bots and bot types. There will be mini-bosses and main bosses, possible quest type scenarios / side missions. There are also currently talks about introducing a battle royale style tournament gametype as well. This would include 2-4 player teams that spawn distanced out across the map that battle each other to be the last team standing. The map's playable area will shrink gradually over time from both the east and west over forcing teams to engage in combat.
3) Add a progression system into the current settings. Progression systems present a "next goal" for players to work for through additional playtime which helps increase activity. The idea is for the progression system right now to alter the current PvP structure only slightly but have a heavy impact on player vs bot combat. One idea includes allowing weapons to have their damage able to be upgraded from level 1 -20. Current plans including an opt-out system so that anyone that wishes to avoid the progression system altogether can without any negative effects. If you chose to, your Assault Rifle can always do 14 damage to an enemy and you will always receive only 14 damage - this way the balance for players that cannot commit much time to grind in the zone is not affected.
4) Develop AI for use in various Cazzo Forge gametypes but also make the coding flexible enough for easy bot implementation in any other concept.
5) Add new content for skirmish public play while watching closely to feedback from players to make sure changes only creating an overwhelming positive effect on gameplay and population numbers.
6) Apply the Cazzo Forge gametype/map concept to other itemsets besides skirmish, so that players could for instance play a Co-op mode vs bots with Eol Advanced settings.
I'll be posting more about specifics as time goes on and be open to any questions regarding anything mentioned above as well.