When I asked if I should re-upload idea's from the old forum, I figured I would re-upload a couple of suggestions and 1 new map design to these forums :3
Corruption mode (Was on the previous forums)
S4 League - Corruption mode
Note: Based on various games escort mission modes. I don't personally play them, so inconsistancies may arise, Some things will be done for simplicity, other points will be done to counter easy and blatant farming.
There are 2 teams, the goal in a nutshell is to go into the center, spawn the virus container and transport it to the enemy server to win.
Spawning point: the point on which players spawn at.
In map: the general design of these spawn points are loosely based off of the spawn points in circle, to where the floor can be broken to release people.
Each teams server should be located around the spawn point. Similar to the goal in touch down. The server will have a barrier protecting it, the barrier will have to be broken for the opposing team to win.
In map: The servers are located under spawn in the most secluded area of the map. This is designed to make close combat essential.
This is where the viruses transport will spawn. To spawn the virus, a team will need to stay on the point to spawn it. The first team to spawn the virus will gain 1 point. Any other spawning of a virus will gain no points. This is designed to give an advantage to the first team since all people start at that time and are on equal standing. Also, if every team got a point each time, it would be easy to abuse.
In map: The virus port has plenty of cover, but can be sniped at from various angles from each teams spawn.
Virus transport: (Forgive my laziness on completing the other side of it's legs):
This is a vehicle in which the virus is transported. It is very dangerous, so it needs to be kept under wraps. Concept design is based loosely on a mechanical spider.
At the server, the virus will open up when the servers barrier is down and it is in position, at which point a short animation is played to signify victory and will give the winning team 2 points.
The virus transport will move forward slowly provided there are players near it. If it is left for too long (Lets say... 45 seconds) it will reset.
Checkpoint: Checkpoints are labeled on the map, in the base design, there are 5, but the total can be changed based on stage or other factors. A team gains 1 point for every check point reached. To note; if a checkpoint is passed, it will only give a point the first time, if the virus transport is reset, it will not continue to give points. Check points are used to measure distance achieved, not distance traveled.
In the even neither team wins, the total score will dictate the winner.
In map: There are 5 checkpoints, each one is on a marked path with arches around it to provide some cover.
-Virus port and Virus transport would take advantage of systems used in Siege. The difficult part would be the transport moving.
-The servers barrier would basically be a high HP destroy-able block.
-Damage areas (As seen on the map design) are based on the ice square ramp. They would be indifferent to which team they effect though and are there to provide a faster route to the center, at a cost.
Unity map design:
Imgur folder containing all designs and concepts: https://imgur.com/a/H5rWx
If anyone has a proposal to improve it, feel free to say so, I tried to use mostly existing concepts and overly simplified it so it wouldn't be "too much work to bother with".
Map design: Aquarium (Also from previous forums)
Put basically, the aquarium map is a design of an aquarium, it takes advantage of only spaces similar to the ones from Nightmare with spots only the is privy too.
The would start in the top orb in the center and the other players would be scattered around the other 2 layers of the map. The design does call for a unique feature though, when the is on one side of the glass, it would see players as small fish, likewise, players on the opposite side would see fish in the tank, but they would also see the as a large shark. I don't know how possible that is to do, but think it would be a cool feature to have.
Imgur album: https://imgur.com/a/ND6gz
New Map: Station 4
I will say right now, I know having this sort of feature may be beyond the means of S4's Engine, but think having such a system may be interesting...
Basically, the 2 outer rings would slowly rotate, thus meaning both the spawn points and goal post would also rotate as well.
Each team would spawn in their own train, then head towards the center, getting back up to the enemy goal post however will require figuring out the best point of entry. Someone could hop onto the second ring with a wall jump and then up to the main platform or head for the stairs. Also, if an enemy team fails to score, the opposing team will have both those options as well as a thin rail making up the outer ring, however falling will mean the person falls into the void.
A View of the center area:
View from spot (Note: there would be spaces between the stationary center and each rotation ring, so falling is possible):
The arrows are not preference on direction, I think having that be advertiser space would look cool, much like the side boards in hyperium)
Station 4 imgur album: https://imgur.com/a/pXDxtgp