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fan made mind map for the game Takedown by Mind Map: fan made mind map for the game Takedown
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fan made mind map for the game Takedown

Fan made mind map for the upcoming realistic squad based tactical game "takedown" made by serellan LLC. The project was kickstarted in april 2012 from community members, and has a community involvement through the development lifecycle. This map has been made by forum community members. based on live Q&A responses and forum threads. This mind map is subject to change and should not be considered a definitive guide due to the public nature of accses to the map and ongoing development of the game.   Questions from Live Q&A   What is the biggest headache you are having in development so far? (3) Do you think Takedown will appeal America's Army 1.x/2.x ex-players? (3) Will Takedown have what it takes to appeal the players who are used to the COD/BF style of play? (3)  



5.45 x 39mm

5.56 x 45mm NATO


7.62mm x 39mm

7.62mm x 51mm nato


Was or is not in the current development plan

May be considered but has not featured in the game at this time, or is to be confirmed as viable for the development plan.

Is in the development plan but is not implemented in any form. This does not mean it will be in the game!

Has been dismissed to fans, as a non essential feature or out with the scope of the project, for resource/budget, technical reasons. but since it is a fan peer review of info and a dynamic project this could change.

This has been known to fans to be in the build and is expected to stay, however this could be removed for gameplay resources purposes

No flag or marker means it is a fan suggestion, or no information has been made availble on the feature in regards to the development plan

Fans requested

Character load outs

Maps non-linear design

Questions from the live Q&A How open will levels be around the engagement area? (3) What maps are you guys working on now that the biolab is at ~80% completion (3) NOTE this answer is really about map design scenarios. how do you make the game have big re-playability? (2) what will be the focus regarding the maps? (2) will the game feature fun failure states (alternative mission scripting)? (1) what scenarios are being considered for the game? (1) NOTE the answer is a high level overview of how a level is designed WRT playspace.

multiple objective missions with different Rules Of Engagements (ROE), coupled with semi-randomized enemy placememnts

Questions from the Live Q&A will there be secondary mission objectives like GRAW2 co-op (console) campaign? (2)

Supported players numbers

Question from the Live Q&A will game be co-op on singleplayer? (3) Decided already on number of teams and their sizes? (3) what is the player estimate for team size vs map size? (1)

approximate number of maps in the game is about 12, pending time!

Questions from the Live Q&A? Given the amount of time it's taken to do Biolab, how many maps do you think will ship in the game? (2) How many maps at launch? (2)

Training level

Questions from the live Q&A Can we practice our marksmanship skill in game at the in-game range or with drills? (3) so for snipers will maps allow play up to 300m with average engagement range of 150m? (1) NOTE comments on the gun range mentioned here. but also comments on engagements ranges also.


Questions from the Q&A would you be able to split players into multiple teams? (2) on biolab, will it feature randomised doorways to increase non-linearity? (2) comments on biolab mission including insertion points and no death play throughs (3), link to briefing video


Warehouse and trainyard

questions from the live q&a will we be able to partial open doors or peak? (1)

desert/shanty town maps

Questions from the live Q&A   Will there be desert maps? (2)  

Real world missions or situations

Questions from the live Q&A Real world context to missions? (2)

Character load outs

Questions from the live Q&A will there be any weapons/gadgets like on the recent graw game? (2)


Questions from the live Q&A Our current mod system for weapon and systems is …… (3) which firearms company contacts do you have, to obtain licensing weapons rights for the game? (1)



Questions from the Live Q&A How many combat roles/classes? How do they differ? (3) what customisation of character models and weapons will there be? (1)


Built using Unreal engine 3

Questions from the Live Q&A how good are the graphics in takedown? (2) why was unreal engine picked over others? (1)


Mod support toolsets


Questions from the Live Q&A what behaviours have you seen from early mockups in AI/Hostages? (2)


question from the live Q&A Has the money system you talked about, been scrapped? (3) any update on the money system? (2) will we have in game money? if yes will it be cosmetic only? (1)


Questions from the live Q&A Have base statuses been implemented in the alpha for team members?(Ready/Fatigued/Wounded/Dead) (3) Is there a plan to implement a injury/gimp system similiar to Ravenshield? (3) Will there be vision be affected (blurred vision, etc) when taking fire. (3) have you decided how hit markers are shown?  

Shooting system

(is dependent on both recoil and weapon accuracy) Questions from the Q&A on weapons, will they kick and need player input to return to norm and will they sway with breathing? (2)



Questions from the live Q&A there will be some lights that we can destroy? ep3 is there going to be night and day cycles? (3)

Game Menus (UI)

Game saves

Peripheral Controls

Questions from live Q&Awill the game support accessibility options, for deal and colour blind? (1)


Questions from the live Q&A How many voice actors/languages will be used? (2) what is the goal for realistic sound? (1)


questions from the live Q&A Lately the biggest issue for players is hit detection and net code…what options do you have in mind? (2) what is the plan to support competitive play (clan, MLG)? (1) on console, would you be supporting "browse server" and "matchmaking"? (1) will TD support server lists and community features including MLG toolsets? (1)




Questions from the Live Q&A when will we see in game footage? (2) What methods will be implemented to encourage teamplay/discourage lonewolf play? (3)


Questions from the live Q&A Christian you did service time, how did you use that to help make the game? (2) what is the plan for the art direction? (1)

Mission planning

Questions from the live Q&A Is a R6/RS/RvS style Planning Phase still on the table? Has the team begun to implement this feature? (3)

engagement ranges

Questions from the live Q&Aso for snipers will maps allow play up to 300m with average engagement range of 150m? (1)


Questions from the live Q&AWill PVP be PMC vs PMC, or PMC vs terrorist's? (2)

Camera views

Questions from the live Q&A Shoulder view or aim down sights? (2) is there way to move camera separate from the gun? (free look) (2)

Consultants as external contributors

Questions from the live Q&A are you planning on using multiple consulting services (SF, police)? (2)


Developed for pc first and foremost with fps view

Questions from the live Q&A will the game be sold internationally? (2) what digital distribution service will TD use? (1)




Wii U

User Created Content

Questions from the Live Q&A what plans for mission scripting, will it use bespoke ME or kismet? (2) will the best user created mod content be collected and released as a dlc expansion pack? (1)


Questions from the Live Q&A will you have a user friendly way to config. custom missions on serellan maps or do we need UDK to do it? (1)