New Map - Crimson Strait (Video)
#1
Posted 26 September 2013 - 07:12 PM
#2
Posted 26 September 2013 - 07:27 PM
#3
Posted 26 September 2013 - 07:48 PM
As an aside, I don't get the hate for terra therma. It looks unique, plays decently, and actually makes one think about heat levels and manage them appropriately.
#4
Posted 26 September 2013 - 07:52 PM
Praehotec8, on 26 September 2013 - 07:48 PM, said:
As an aside, I don't get the hate for terra therma. It looks unique, plays decently, and actually makes one think about heat levels and manage them appropriately.
The hate is because it drops entirely too frequently at the moment. I like the map. I'm just tired of seeing it at this point.
#5
Posted 27 September 2013 - 12:58 AM
#6
Posted 27 September 2013 - 01:27 AM
#7
Posted 27 September 2013 - 02:38 AM
#8
Posted 27 September 2013 - 02:42 AM
Also, MW:O battles sure look good from a bird's eye perspective. A good spectator mode would be neat.
#9
Posted 27 September 2013 - 03:13 AM
Either way cant wait to give this map a try and it sets a new standard for Mechwarrior maps.
Next map is rumoured to be a moon base, and is well under way, again cant wait
#10
Posted 27 September 2013 - 06:16 AM
Good job to the team who designed this map, your efforts were (for me!) the best part of an overall quite entertaining launch event.
#11
Posted 27 September 2013 - 06:19 AM
#12
Posted 27 September 2013 - 06:26 AM
#13
Posted 27 September 2013 - 07:02 AM
RickySpanish, on 27 September 2013 - 06:16 AM, said:
Good job to the team who designed this map, your efforts were (for me!) the best part of an overall quite entertaining launch event.
I am not sure how much more complicated the Crytek engine is than say the GECK(Fallout 3) or Creation kit (Skyrim). Those are not that tough to master other than the scripting parts.
This is Crytek Engine teaser.
http://www.youtube.c...e&v=aseq4T81P7g
Edited by Johnny Z, 27 September 2013 - 07:06 AM.
#14
Posted 27 September 2013 - 07:48 AM
Johnny Z, on 27 September 2013 - 07:02 AM, said:
I am not sure how much more complicated the Crytek engine is than say the GECK(Fallout 3) or Creation kit (Skyrim). Those are not that tough to master other than the scripting parts.
This is Crytek Engine teaser.
http://www.youtube.c...e&v=aseq4T81P7g
Easy to use doesn't mean that your results will be spectacular, in fact sometimes they can be remarkably unbalanced. Case in point: You can tell almost every time when a game is made in Unity3D: The graphics always use the latest bells and whistles because they're easy as pie to turn on, but due to the crappy engine and crappy design process Unity3D imposes on its developers, the games produced are usually lacking in other areas, especially if it's a 2D game as Unity3D has no dedicated 2D renderer.
Terrain is easy to paint on these days, especially compared to building it in a level editor for old UnrealTech or idTech games where you had to manually create the geometry, and the engines themselves weren't particularly well optimised for rendering expansive areas (especially the case with old idTech stuff like Quake and Half-Life). However this doesn't detract from the accomplishment of creating a well balanced map. Similarly, putting the tunnel and other structures into the new island city map may have been as simple as drag and drop for the level designer, but someone still had to build those structures, texture them, and make sure they fit together on the map itself - likely with input from a whole team of designers who made the vision of the map a reality.
#15
Posted 27 September 2013 - 02:13 PM
I hope that this is the standard that all future maps are set at. It's beautiful, huge, asymmetrical, has differing terrain types, and sets up for differing strategies depending on what you are running. Sniping from the hills and high buildings, brawling in the streets, different paths for capping runs, this map has everything.
Maybe we'll be lucky and eventually the old maps will be redone to meet the standards of Crimson Straits.
#16
Posted 30 September 2013 - 07:41 AM
stinkypuppy, on 26 September 2013 - 07:27 PM, said:
I'm not a fan of the red water. When I was playing around with the test server version of it in training grounds I assumed it was just a buggy shader with the wrong reflection map or something.
Also, I really hope that they make a real metropolitan map someday with actual skyscrapers (i.e. buildings with 100+ floors). Most of the buildings they use for the "city" maps look like the types of buildings you'd find in a smaller town, not a huge metropolitan area.
Other than that, the map looks like it's going to be fun once it gets polished up and goes live.
#17
Posted 30 September 2013 - 07:55 AM
#18
Posted 30 September 2013 - 08:06 AM
Edited by Dexion, 30 September 2013 - 08:08 AM.
#19
Posted 30 September 2013 - 08:53 AM
Bhael Fire, on 30 September 2013 - 07:41 AM, said:
I'm not a fan of the red water. When I was playing around with the test server version of it in training grounds I assumed it was just a buggy shader with the wrong reflection map or something.
Also, I really hope that they make a real metropolitan map someday with actual skyscrapers (i.e. buildings with 100+ floors). Most of the buildings they use for the "city" maps look like the types of buildings you'd find in a smaller town, not a huge metropolitan area.
Other than that, the map looks like it's going to be fun once it gets polished up and goes live.
I couldnt agree more about the very ugly ****** water coloring. Whats next purple snow? Also I thought this map was called Island City.
Edited by Johnny Z, 30 September 2013 - 08:54 AM.
#20
Posted 30 September 2013 - 10:28 AM
Dexion, on 30 September 2013 - 08:06 AM, said:
No, there's an entire supplement for urban combat in BattleTech called CityTech. More than half the games I played on TT were set in large urban environments. Large city locales are a staple of BT.
As for the logic behind attacking a large city, the goal most certainly would be to demolish their infrastructure to weaken the enemy, as well has capturing resources and technology. That's almost invariably the rationale behind attacking large cities in BT.
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