fan made mind map for the game Takedown

This mind map is an unoffical fan made mind map of the features fans would like to see or have been mentioned in forums of the game takedown. This map has been made by fans of the game and in no way is endorsed as an official release. 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.

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

1. Assault

1.1. 9x39mm

1.1.1. SR-3 Vikhr

1.1.1.1. Note the m version is similar in function and design to the VSS Vintorez in sniper section but is different.

1.2. 5.45 x 39mm

1.2.1. AK-74-U

1.3. 5.56 x 45mm NATO

1.3.1. Styer AUG (box)

1.3.2. FAMAS

1.3.2.1. F1 not STANAG

1.3.2.2. G2 Is STANAG

1.3.3. SA80 (STANAG)

1.3.4. Bofors Ak 5 (STANAG)

1.3.4.1. Version C for ranged

1.3.4.2. Version D for compact

1.3.5. Daewoo K2 (STANAG)

1.3.5.1. Korean rifle made from 1989-present.

1.3.6. HOWA type 89 (STANAG)

1.3.6.1. is a Japanese assault rifle used by the Japan Self-Defense Forces,[6] the Japan Coast Guard's Special Security Team units,[6] and the Special Assault Team.[7] It was never exported outside of Japan due to its strict anti-hardware export policy. From wiki >120K built.

1.3.7. Mk 18 (STANAG)

1.3.8. M4 (STANAG)

1.3.8.1. Colt America

1.3.8.1.1. CM 901 6.8mm x43mm spc

1.3.8.1.2. M4A1 sf weapon in us

1.3.8.2. Land warfare resources corporation

1.3.8.2.1. LWRC M6 (STANAG)

1.3.8.3. Colt Canada (export only)

1.3.8.3.1. C8SFW (almost identical to M4A1 for sale outside us)

1.3.8.4. Other AR-15 variants

1.3.9. H&K G3 (box)

1.3.9.1. G3A3

1.3.9.2. G3A4

1.3.10. H&K 33 (box)

1.3.10.1. No longer in production or marketed

1.3.11. HK416 (m416 STANAG)

1.3.12. MTAR 21. (STANAG)

1.3.12.1. Can be converted to 9mm with kit

1.3.12.2. No current civilian model availble to buy

1.3.13. SIG SG550 (box)

1.3.14. SIG 552/553 comando (box)

1.3.15. M16

1.3.15.1. A1 (BOX)

1.3.15.2. >1980 (draft STANAG)

1.3.16. Galil AR (BOX)

1.3.16.1. With adapter will take m16 STANAG

1.3.17. SAR-21

1.3.17.1. Singapore designed and manufactured bullpup assault rifle meant to replace the locally made M16S1 rifle. Adopted by Singapore and Brunei as main military weapons, and used in certain units in the Thai military.

1.4. 5.8x42mm

1.4.1. QBZ-95

1.4.1.1. QBZ-97A takes a standard NATO 5.56mm and STANAG mag. And has a additional 3 round burst on fire selector. Chinese rifle

1.5. 7.62mm x 39mm

1.5.1. Seko RK95 TP

1.5.1.1. Produced between 1995-1998

1.5.1.2. Only 20000 made

1.5.2. AK47

1.5.2.1. Variants

1.5.2.1.1. Izhevsk Machine-building Plant AK-104-2 (AKA black Kalashnikovs feature addition fire modes such as single full and 3-round burst.

1.5.3. AK-12 (formerly АК-200)

1.5.3.1. also availble in nato 7.62 and 5.56 but BOX only

1.5.4. RK 95 TP (AKA M95)

1.5.4.1. Made for 3 years only (95-98) 20k units

1.6. 7.62mm x 51mm nato

1.6.1. FN FAL

1.6.2. MK 17 SCAR H CQC

2. Fans requested

2.1. Character load outs

2.1.1. Guns

2.1.1.1. Pistols

2.1.1.1.1. 9mm

2.1.1.1.2. 9 x 18mm

2.1.1.1.3. 9 x 19mm 7N21

2.1.1.1.4. 9x33mmR .357 mag

2.1.1.1.5. .45 cal

2.1.1.1.6. .50 cal

2.1.1.1.7. .40sw

2.1.1.1.8. 5.7 x 28mm

2.1.1.1.9. 7.62 x25mm

2.1.1.1.10. 12.7 x 33mm

2.1.1.1.11. .410 shotgun cartridge

2.1.1.2. SMG

2.1.1.2.1. 5.7 x 28mm

2.1.1.2.2. 4.6x30mm

2.1.1.2.3. .45 cal

2.1.1.2.4. 5.56mm

2.1.1.2.5. 9mm

2.1.1.3. Shotguns

2.1.1.3.1. Remington 870

2.1.1.3.2. SPAS 12 secs

2.1.1.3.3. Benelli M4

2.1.1.3.4. Benelli Nova

2.1.1.3.5. Saiga-12

2.1.1.3.6. FN SLP

2.1.1.3.7. Mossberg 590

2.1.1.4. Sniper

2.1.1.4.1. 699mm

2.1.1.4.2. 894mm

2.1.1.4.3. 952mm

2.1.1.4.4. 990mm

2.1.1.4.5. 1000mm

2.1.1.4.6. 1006mm

2.1.1.4.7. 1008mm

2.1.1.4.8. estimate 1050mm

2.1.1.4.9. 1029mm

2.1.1.4.10. 1092mm

2.1.1.4.11. 1105mm

2.1.1.4.12. 1111mm

2.1.1.4.13. 1128mm

2.1.1.4.14. 1130mm

2.1.1.4.15. 1150mm

2.1.1.4.16. 1155mm

2.1.1.4.17. 1162mm

2.1.1.4.18. 1180mm

2.1.1.4.19. 1181mm

2.1.1.4.20. 1200mm

2.1.1.4.21. 1225mm

2.1.1.4.22. 1230mm

2.1.1.4.23. 1408mm

2.1.1.4.24. 1448mm

2.1.1.5. LMG

2.1.1.5.1. 5.56mm

2.1.1.5.2. 7.62mm

2.1.2. accessories

2.1.2.1. tazer

2.1.2.2. pepper spray

3. Legend

3.1. Was or is not in the current development plan

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

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

3.4. 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.

3.5. 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

3.6. 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

4. Maps non-linear design

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

4.2. Supported players numbers

4.2.1. Single Player mission mode (story)

4.2.1.1. indicated 6 players, but could support more.

4.2.2. PVP

4.2.2.1. has been said this has more to do with the feel of the playspace during play it has been indicated that 12-16 is optimium with 12 being favoured.

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

4.4. Training level

4.4.1. gun range

4.4.1.1. has been set up for weapon testing during devolpement, but has not yet been confirmed to be in the game.

4.4.2. kill house

4.5. Biolab

4.5.1. Compact with lots of cover

4.5.2. Objectives:-

4.5.2.1. Disarm bomb

4.5.2.2. Protect server

4.5.3. insertion points

4.5.3.1. Parking garage

4.5.3.2. Roof

4.6. Facility

4.6.1. Large, more open vertical level

4.6.2. Objectives:-

4.6.2.1. rescue hostages

4.6.2.2. unknown

4.7. Warehouse and trainyard

4.7.1. banned at the moment

4.8. desert/shanty town maps

4.9. Real world missions or situations

5. Character load outs

5.1. Weapons

5.1.1. Pistols

5.1.1.1. 92fs

5.1.2. SMG

5.1.2.1. H&K MP5

5.1.2.1.1. variants

5.1.3. Shotguns

5.1.4. Assault

5.1.4.1. G36C

5.1.4.1.1. Variants

5.1.4.2. M4 (STANAG)

5.1.4.2.1. Colt America

5.1.4.2.2. Colt Canada (export only)

5.1.5. Sniper

5.1.5.1. LR-308 "AR-10"

5.1.6. Customizable

5.1.6.1. Paint skins

5.1.6.2. Tac lights

5.1.6.3. Sights

5.1.6.4. Magazines

5.1.6.5. Weapon Variants

5.1.6.6. Gun component, barrel, grips, gas systems

5.1.6.7. Under barrel launchers/ shotguns

5.1.7. Ammo

5.1.7.1. Non-lethal

5.1.7.2. Lethal

5.1.7.2.1. FMJ

5.1.7.2.2. Armor piercing

5.1.7.2.3. Hollow points

5.1.7.2.4. Soft points

5.2. Accessories

5.2.1. Grenades

5.2.1.1. Frag

5.2.1.2. Flash

5.2.1.3. percussion

5.2.1.4. Smoke

5.2.1.5. Stinger

5.2.1.6. CS tear

5.2.2. proximity charges or devices

5.2.2.1. claymores

5.2.2.2. noise detectors

5.2.2.3. concussion traps

5.2.2.4. motion detectors

5.2.3. Optical

5.2.3.1. Night vision

5.2.3.2. Infrared

5.2.4. body armour

5.2.5. Others

5.2.5.1. Rope

5.2.5.2. Ladders as an equipment feature.

5.2.5.3. Silencers

5.2.5.4. Gas Masks

5.2.5.5. gadgets/gimmicks

5.2.5.5.1. noise generators

5.2.5.5.2. Breaching charges

5.2.5.5.3. Xray vision through walls

5.2.5.5.4. heartbeat sensors

5.3. Characters

5.3.1. selectable gender

5.3.1.1. Male

5.3.1.2. Female

5.3.2. selectable ethnicity and nationalility

6. Systems

6.1. Built using Unreal engine 3

6.1.1. Middleware likely to be ones packaged with UE3

6.2. VOIP

6.3. Mod support toolsets

6.4. AI

6.4.1. Enemy

6.4.1.1. Task specific (script driven)

6.4.1.1.1. Threaten hostages

6.4.1.1.2. arm bombs

6.4.1.2. Behaviour driven

6.4.1.2.1. random patrols

6.4.1.2.2. Sound and lighting awear

6.4.1.2.3. Footprint aware

6.4.1.2.4. dead man's trigger

6.4.2. Freindly

6.4.2.1. Teammates

6.4.2.1.1. Contracted, can get killed on mission, will not return post op. single player only.

6.4.2.2. Hostages

6.4.3. Dogs

6.5. Money

6.5.1. IF used will not be for a weapon unlock system.

6.5.2. may only apply to single player

6.6. Wounding

6.6.1. Upper body

6.6.1.1. shooting accuracy decreases

6.6.2. lower body

6.6.2.1. leg gimping

6.6.3. single player AI teammates

6.6.3.1. will be non-selectable for missions till wounds heal.

6.6.4. coop MP

6.6.4.1. unknown that a player can be incapacitated till end of mission without dying???

6.6.5. Hit markers

6.6.5.1. on screen blood splatter

6.7. Shooting system

6.7.1. Recoil

6.7.1.1. Holding breath

6.7.1.2. camera lifiting

6.7.2. Accuracy

6.7.2.1. weapon accuracy

6.7.3. Ballistics

6.7.3.1. Hit scan

6.7.3.2. projectile

6.7.3.3. Round penatration

6.7.3.3.1. tactical armour

6.7.3.3.2. surfaces

6.8. Reloading

6.8.1. mag count

6.9. Lighting

6.9.1. day night cycles

6.10. Game Menus (UI)

6.10.1. pregame

6.10.1.1. Lobby

6.10.1.1.1. Configrables?

6.10.1.1.2. Spectate

6.10.1.2. Leaderboards

6.10.1.3. Options

6.10.1.3.1. Sound

6.10.1.3.2. Screen

6.10.2. in-game

6.11. Game saves

6.12. Peripheral Controls

6.12.1. Keyboard

6.12.1.1. keys

6.12.2. Gamepad

6.12.3. Accessibility options

6.12.3.1. Captions

6.12.3.2. UI colourblind friendly

6.13. Sound

6.13.1. realistic soundscape, with limited soundtrack

6.13.2. detailed surround sound

6.13.3. in game radio chatter

6.13.4. Rich Douglas is the composer for soundtrack.

6.13.4.1. sample tracks where used in the TD Kickstarter video found here

7. Network

7.1. LAN

7.2. Online

7.2.1. Dedicated server files

7.2.2. Support Clan and MLG toolsets for competitive play

8. Platforms

8.1. Developed for pc first and foremost with fps view

8.1.1. Windows 32/64 bit

8.1.1.1. Xp

8.1.1.2. Vista

8.1.1.3. 8

8.1.1.4. 7

8.1.2. Linux

8.2. Xbox

8.3. PS

8.3.1. Due to large socom following tps view may be evaluated

8.4. Mac

8.4.1. Newer macs running boot camp may be able to run takedown

8.5. Wii U

9. Gameplay

9.1. Animation

9.1.1. Character

9.1.1.1. Interaction

9.1.1.1.1. zip cuff

9.1.1.1.2. Drag (casualties)

9.1.1.2. Movement

9.1.1.2.1. Lean & peak

9.1.1.2.2. Hip fire

9.1.1.2.3. Crouch

9.1.1.2.4. Run

9.1.1.2.5. Prone

9.1.1.2.6. Clamber

9.1.1.2.7. Jump

9.1.1.2.8. Melee/knife

9.1.1.2.9. Grenade

9.1.1.2.10. Taunts (multiplayer)

9.1.1.2.11. Hand signals

9.1.1.3. Gore/blood

9.1.1.3.1. Conservative, enough to indicate a hit

9.1.1.3.2. Dismemberment

9.1.1.4. Female player models

9.1.1.5. AI Enemy characters

9.1.1.5.1. Security guard

9.1.1.5.2. other PMC

9.1.1.5.3. Cartels

9.1.1.5.4. Biker gangs

9.1.2. Environment

9.1.2.1. Breaching

9.1.2.1.1. Doors

9.1.2.1.2. Windows

9.1.2.2. Interactive Elevators

9.1.2.2.1. See map "facility"

9.1.2.3. Cover system

9.1.2.4. Security cameras

9.1.2.5. Distructible

9.1.2.5.1. only minor damage modeling

9.1.2.6. Bullet Penetration

9.1.2.7. Weather

9.1.2.7.1. Snow

9.1.2.8. foilage

9.1.2.8.1. grass

9.1.2.9. Fixed gun emplacements

9.1.3. Transport

9.2. Mission planning

9.2.1. Real time mission planning

9.3. engagement ranges

9.4. Multiplayer

9.4.1. PMC vs PMC

9.4.2. PMC vs bad guys

9.5. Camera views

9.5.1. Free look

9.5.2. Over the shoulder which scopes into optics

9.5.3. Third person

9.5.3.1. may be used in PC spectate/review mode

9.5.3.2. PS version will evaluate TPS

9.6. Consultants as external contributors

10. User Created Content

10.1. Maps

10.2. Mods

10.3. Skins

10.4. Patches

11. DEVS FAQ