Map ideas

You can see through the hub windows there are more planets

New tab with jungle holo map layout, shouldn’t be realy hard, or can be just planet holo globe with drop zones marks.

images (13)~2

OK so I only noticed this for the first time yesterday :joy:

I saw the tank parts etc, despite having played the map loads.

I guess it’s always so frantic that I barely get to look at the scenery in detail. I also usually use “quick play” so often thrown into the action.

I still feel pretty stupid for suggesting it now though facepalm

For the current sectors there are still concept arts that haven’t yet been used.

https://www.artstation.com/roberto_ms
Had the wrong link, well not the one I though off:
https://www.artstation.com/joakimericsson

Metalfab:


Cryorod area, maybe returning to it after a mishaps cause the coolant to freeze a whole area (Kinda like how the Twin’s mission is part of Torrent, and is the Enforcer station converted into a Heretic station.)

More Leman Russ production
Assembly


Acid bath

Torrent:


Is this (polluted) water ? like a lake or something ?

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Polluted waste to avoid looks pretty cool I have to admit.

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PLATFORM’S UP!

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Daaaym, while i like maps, there is something in these concepts that game is missing, can’t say exactly, like different mood. Colors in game are more vibrant or something.



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Biodome

Currently reading Wolfblade by William King and the prologue has the hero in a hive city, fighting in a biodome the rich built. Its a fascinating idea I would love to see Tertium explore. Basically a Jungle or Woods map, but the ceiling is a dome and certain sections could be infested with rot, or exposed to the harsh environment if the dome had broken apart.

Space Hulk

Debris entered the system (which could include a new faction, or just be more mutated mess). These missions could have a guilty spark vibe where players have to rely on light from servo skulls, flashlights.

Frozen Hazards Hubs

Similar to current missions, except pipes have burst and temperatures dropped to a level where everything is Icy and Frozen. Maybe even some cultists are frozen you can smash, or a Chaos spawn is frozen into the wall, and sometimes it breaks out!

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I think that’s what is planned with the Metalfab’s Orthus mission

But for the Space Hulk, I don’t think it make much sense with the narrative

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Hopefully!

Yea, I agree. Space Hulks’ wouldn’t make much sense story wise …other than an easy way to intro a new faction…

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The current maps are severely lacking in memorable places and sudden events

It would be interesting to look at the sleeping Necrons monolith from the inside
For example, the rejects arrives at an archaeological excavation that has been captured by heretics to search for some forbidden xenos technology, and during it search they suddenly fall into a long corridor of monolith with sleeping guards

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The excavation site idea could definitely be a good step in the right direction (especially for memorability) because I vividly remember Dreisdunkel Mine from Vermintide 2.

What you describe kinda makes me think of the German excavation site in Origins from Black Ops 2 Zombies - the one where they discovered those alien artifacts and it went horribly wrong!

Although I will be clear that I am not sold on introducing Necrons to Darktide.

Nekrons would be pretty creepy to fight against in a game though.

Off topic - Tbh I just want to see all factions in a good game like DT. Especially Eldar. Would love to fight them.

I don’t think Necron and Eldar would make much sense in a tide. Dark Eldar could be made to work with their slave menagerie, but it would still,be strange.

Darktide should with other Chaos Cults imo.

Could have ancient minor xenos ruins though

Edit: Not suitable with the current player side

I would say that trying to encompass all the factions in a single 1st person game would be a fool’s errand.

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It’s hard to imagine necrons as a hostile faction in this game, at least due to their relative small numbers. Although, probably, they may also have some kind of cult of madmen who worship them, but that’s not what my idea is about.

I thought that sleeping warriors might just stand like statues inside the monolith and there was no way for the players to wake them up. Enemies would be already existing nurgle heretics.

I think one of the reasons why I find the current maps not memorable is the fact that one mission is played out exclusively in the same location without notable places which also has only one predominant color and its shades in its style. For example, Smelter Complex is perceived by me as red corridors, Chasm Logistratum is like blue corridors, and Excise Vault is like yellow corridors. It’s boring, especially considering how long they last.

By comparison, the Hunger in the Dark map from vermintide 2 includes two stylistically distinct locations - you start with white snow-capped mountains and descend into a dark cave. Another example is the Skittergate map with dirty tech rat camp and a snowy nortlanders camp. The countryside from Against the Grain includes larger number of small locations - fields, farm, large tree and village, made in the same style, but still has richer palette of colors than any map from darktide.

The proposed idea with the excavation and the monolith would have two very contrasting locations - the excavation in the desert, with a predominance of yellow and orange colors similar to Excise Vault, and the dark corridors of the Necron monolith with an ominous green glow and alien architecture (pyramid inside from Talos Principle 2 could be a good architecture example for this).

It would also be a good idea to make the change of these locations unexpected, like at the beginning of The Enchanter’s Lair, where you fall into a pit. The another element of surprise is the sudden appearance of the necrons - I don’t think anyone would have expected them in this game

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Speaking about old maps, in the final event on Mercantile map I would like to see different traps that force players to move (and block the entrance to the arena) and a cynical host of show who would comment on what is happening in the arena at the moment

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I don’t know why people keep saying this. This game would still work if it was against coherent soldiers (just like DT does on the many battles between the swarm waves). Each faction would have its own unique fighters that require different play styles.

New maps would have to be created to properly accommodate that but could 100% work imo. Orks would work on same maps.

If all of that is still too far fetched for DT then I’d happily see a new, more-expansive 40k squad based title from Fatshark that wasn’t constrained as much by narrative.

Or a Battlefield style game featuring all the (playable) factions is my 40k wet dream. Getting off topic again, sorry lol.

Back on topic - yes the current maps look gorgeous imo but they definitely lack any real stand-out and memorable landmarks. The action is usually so relentless that all the really pretty world art in the distance barely gets seen.

I will tell you why people keep saying this - in 40K, what you described cannot happen without either leading to a direct Adeptus Astartes intervention and/or Exterminatus.

When both Chaos and Xenos threats appear on the same planet in the proportions that you describe, it means that the situation has become too bad for our Rejects to actually make a difference. If we go with your idea, our Rejects would just end up getting overshadowed by the Adeptus Astartes if the proposal for Exterminatus gets shot down.

The Adeptus Astartes intervening or Atoma Prime being cleared for Exterminatus basically means that the story is finished for our Rejects before it even really begins and that is not OK.

The above reasoning also does not even get into the fact that we are Ordo Hereticus and not Ordo Xenos, therefore the only “Xenos” that we would be able to mount an effective fight against would be a Genestealer Cult.

Well yes but also no, certain armies sending drove of combatants wouldn’t make sense against any faction

The 2 extremes are:

  • A tide of Custodes, nothing really appropriate
  • Playable Tyranids, against any horde.

You could have SM or Custodes, or Eldars against a tide of Necron, or have higher tiered humans, like Sisters, Primaris Psykers, Tech Priest and so on against a tide of Necron and stretching the lore in the same way that DT does.

But you certainly can’t portray both Necron and Tyranids as tide in the same game as you portray a human cult as a tide.

Sure, and that’s why I always roll my eyes when people say Darktide 2, Darktide doesn’t need a sequel, and it doesn’t need to, simply having separate Tides both in 40k or in Fantasy/AoS would be better. But that’s a bridge that will have to be crossed in the future.

Orks they’ve marked their interest, but I hope they don’t appear in Darktide and instead are the next 40k tide’s protagonist, against a tide of Tyranids for example.

The problem for a Battlefields and more big army types of games is that they try to mirror the factions, which here would be bad to do. Having a game feature some of the factions would be much more manageable (Imperial Guard; Traitor Guard; Eldar and/or Tau ?) than making all the factions duke it out.

Better to have smaller well done scopes than bigger scopes that turn bad.


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  • Vertical maps where you climb or decend shafts (think the movie Dredd).

  • Food production plants (recycle, lifestock, corpse starch, algeponds…) with corruption.

  • Hospitals zones (horror and cybernetics).

  • Dense habitation zones (we have one type, but there are worse and better zones that could be done).

  • Spaceports large open spaces (there are alot of them in a hive, small smugglers to large industrial).

  • Exterior defense complexes with planetary defense guns and shieldsgenerators.

  • Barracks (PDF,Guard,Arbites,Sisters,Enforcers…).

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