ALL CREDIT GOES TO JAR TEH MARKSMAN FOR IMSPIRING ME TO MAKE THESE MAP PACK IDEAS. I'M TRYING MY BEST TO PERFECT IT BUT MY HARDRIVE CRASHED AND I HAVE TO START AGAIN FROM SCRATCH. NOT INTENDED FOR CONFLICTING DATA.
Multiplayer Map 1: Hue CIty (AKA TET Assault/Offensive)
The entire map is medium sized block surround by 2 lane roads on the West and South sides. It's SOG v.s. NVA here. (I'll be talking about these locations in a top-down fashion) The NVA spawn in the Northwest and SOG spawns in the Southeast. There's a 4 floor building (Tallest) which is at the Southwest, which I will refer to as the sniper building. There is a courtyard in the smack middle of the map with a fountain nearby, closer to the NVA spawn. The sniper build's fourth floor side facing the courtyard is entirely blown off and is open to nade spamming and noobtubing. The room offers very little cover and very dark. Opposite the sniper building is a MG sandbag trench to the Northeast, which is on the ground and has no nearby cover. Both teams have stationary tanks with a 25mm Gatling that has infinite ammo though it overheats after 20 seconds of shooting and cools for 30 seconds. The troop transport cab offers decent protection against air strikes. There is also 4 alleyways which run from the Northwest (NVA Spawn) - Northeast (MG Trench) - Southeast (SOG Spawn) and vice versa. The walls are spaced so close that it's near impossible to place a Care Package in the alley. The entire map is tinged with red, just like "The Defector" in Campaign.
Domination: Flags A and C are at the spawns. A is with SOG and C is with NVA. Since we all know that they'll get captured in the first 30 seconds of the match, there's nothing to say about it except the amazing flank Northeastern Flank route. You can start at Northwest (NVA Spawn) - Northeast (MG Trench) - Southeast (SOG Spawn) and vice versa to capture the spawn flags . Though there's 4 entraces/exits and they all eventually cris-cross so claymores, knifers, and noobtubing campers waiting at the other end will be common. Only one alley will leave you at the MG Sandbag Trench. The sniper building over looks the courtyard and is great for getting to Flag B, which is in the direct middle of the courtyard/map. Since the room is dark, Ghost Pro and a sniper would be ideal, but beware the MG Trench opposite the bulding, spraying it's bullets where you are. Since the courtyard offers very little to no cover, it'll be considered the death zone. Where you get nade spammed, noobtubed, and/or sniped/MG'd. The sniper building also has a balcony on the West and South sides, to over look both teams' flags. This would be considered the most crucial when playing Domination. Just have a back-up in case someone gets the funny idea of spraying bullets into your position from the MG Sandbag Trench. Flags A and C are also the in the same positions for CTF and Ground War Domination.
Demolition: The bomb sites are at the sniper building and nearby the MG Trench. Bomb site A, which is at the sniper building, is the more deadly to Attack/Defend because of the lack of light, the MG opposite it (the MG user can be killed fairly easily because there's no nearby cover), and the fact that players can nade spam the building from the courtyard and/or the streets. The building can't be noobtubed because of how deep inside the Bomb Site is, so the majority of players will be too far to be noobtubed. The second Bomb Site, B, is located near the MG. This is more ideal to take because players can't get to cover while the MG spams it's bullets into the courtyard and occasionally the sniper building. The only weakness is the alley heading towards the MG user, but with teamwork, players can guard both sides and plant/defuse the bomb. The MG can also defend/attack players planting/defusing the bomb at Bomb Site A because you can get a fair view of the bomb site and therefore kill players nearby. Claymores would be recommended for the alley to prevent any flankers. The Bomb site positions are the same in SnD, Sabotage (The bomb would now be in the courtyard), and Team Tactical. The bomb is just in front of the team when playing SnD.
Headquarters: The HQ has spots to spawn. The first spot is the sniper building, in the first floor, the second spawn is the second floor, the third spawn is the third floor, and the fourth spawn is the fourth floor. After that, it spawns at the MG, the courtyard, the Northwest entrance to the alley, and the Southeast entrance to the alley. Because of the numerous spots, I will have to cut the descriptions down short. The only spots I will talk about are the alley entrance/exits spots since you know about the tactics I predict will be used at the other spots. The alley etrances prove to be a love/hate tactic as players can die rapidly because of claymores, shotguns, knifers, and/or campers/noobtubers at the other ends. But if the player is lucky enough to make it past, you can capture the HQ and hide out in the alleys after doing an explosives clean-up and guard the HQ from a distance, using snieprs, assault rifles, etc. That's all I have to say about the 1ST MAP. I gurantee there'll be more, but I have to edit this a bit for grammar, since I semi-rushed, and see if I get any new ideas. :) Post down your own ideas and I'll see if we can come to a conclusion and make our own map. Like I've heard, two head are better than one!
Multiplayer Map 2: Sewers (AKA Pipelines)
OKAY GUYS SORRY, SORRY, MY COMPUTER IS SCREWING UP SO I HAD EVERYTHING FINISHED AND TYPED OUT BUT IT DIDN'T SAVE SO I HAVE TO RUSH AGAIN AND FINISH THE 3 HRS OF WORK I JUST DID!!! OMFG I'M GONNA GET A NEW LAPTOP, SO I CAN TYPE FASTER AND NOT HAVE TO PRESS ANY OF THESE SMALL KEYS!! SO I DID RUSH THIS AFTER SPENDING 3 HRS AND NOW I HAVE TO TYPE IT OUT UNTIL 11 PM, I ORGINALLY STARTED AT 5 PM. AND FINSHED AT 8 PM. SORRY FOR THE INCONVIENCE. I WILL REVIEW THIS OVER AND OVER BEFORE STARING A NEW **** ONE. I HAVE TO MAKE SURE THIS IS PERFECTED AND AS IN-DEPTH AS POSSIBLE!!!
This is based off of 3 Campaign maps: Part 1 of Rebirth, Part 2 of Redemption, and the part where you slide down the pipe and sneak up on two guards. I'll be talking in a top-down style, so this map is based off the secret tunnels Nazis used in WWII (Real Fact???) and basically looks like the waste sewerr tunnels it probably had. It has crumbling blocks of cement, pools of poisonous, contaiminated water (which kills in 4 hits), and just plain dirt and garbage everywhere. The sewer tunnels are under East Berlin, which is under USSR control. It's also just discovered by the USSR. So there's Spetsnaz against the Black Ops, who are using it to secretly watch what the USSR is doing. The map just looks oval shaped and has Spetsnaz spawning at the top and Black Ops spawning at the bottom. There's also three "floors". I'll start with the top. The top is for overhead beams which the player can get to by spawning in the beginning of the game, climbing a ladder in front of the team on the left and right, and going up. From there, all they will see is bridges made of pipes. They will traverse the length of the map and occasionally cris-cross. These will be of great use for rushers, but the bridges dont have railings and sometimes you'll have to crouch under falling debris to prevent horrendous spawn killing. There's two bridges to start off players, then they can jump to some others that come out of the sides of the map (3 on each side), leaving it at 10 bridges/entrances/exits. Overall, some will end just above the poisionous pool (I'll get to that...) and some will break off if you stay on for too long, 45 seconds. This map is interactive, and I'm trying to get more features so players will really feel like they're in a sewer (And maybe, if I do a good enough job, they might think they smell sewer!). That's it for the first floor. For the second floor, AKA the center floor, it holds the posionous water/contaiminared pool. Basically, that