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Anyone Else Thinking We're Going To Need Tons More Maps For Cw?


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#1 Vermaxx

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Posted 05 March 2013 - 07:39 PM

CW is going to focus on planets that can change hands.

Sure, they could just put every map into rotation for every planet, but that seems kind of dumb and out of keeping with the level of detail they've added in with planetary water coverage and whatnot. Or, they could group maps in reasonable clumps...but that means you're playing the same maps a lot while you cap planets.

It would suggest they will need at least four maps of each general enviornment type - desert, forest, urban, snow.

It doesn't seem like maps are coming out that fast. Even with a "night" version of every map, we're still looking at lot of monotomy in CW.

#2 Team Leader

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Posted 05 March 2013 - 07:41 PM

Nah I think the whole galaxy is pretty well represented. I mean, we already have river city night, apparently the only map in the whole game. We should be good.

#3 mekabuser

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Posted 05 March 2013 - 07:43 PM

you shoulda made this thread 2000 posts ago OP.

#4 MustrumRidcully

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Posted 05 March 2013 - 11:52 PM

Where's your imagination? Just pretend that the Forest Colony Map describes different colonized forest worlds.

---

Maybe we can do with what we have (and what will be added the current pace). Better might be something procedurally generated, but that is also a non-trivla task to implement (and get something that works as a map.)

#5 Rezerford

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Posted 06 March 2013 - 12:00 AM

Guys, please, just be a little bit more patient. This spring we'll see a lot of new maps. And this is definitely coming before clan mechs appearance

Edited by Rezerford, 06 March 2013 - 12:04 AM.


#6 Vapor Trail

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Posted 06 March 2013 - 12:12 AM

Procedural generation would have been excellent. But I agree, non-trivial challenge.

The attraction is pretty good though. Build the map based on a collection of semi-random numbers, Tactics are what you can do in the heat of the moment, rather than practiced to death strategies or simple force of habit.

Although...

Procedurally generating a city map such as River City (or really anything with buildings...) could be a nasty business, full of mech-traps and such. Remember back in CB where you could get stuck in/on apparently open terrain in RC? Imagine that kind of stuff creeping into procedurally generated maps. My first drop on Alpine I managed to get my Catapult stuck within 30 seconds. Spent the entire map trapped within spitting distance of the base.


View PostRezerford, on 06 March 2013 - 12:00 AM, said:

Guys, please, just be a little bit more patient. This spring we'll see a lot of new maps. And this is definetely coming before clan mechs appearance

Hate to say this, but "wishful thinking does not a map make." Alpine and Desert are the only two actually "new" (multiplayer) maps we've even gotten hints of. So unless they're playing the new maps extremely close to the vest, they're not much but dots on the horizon.

New maps is probably the number one desired expansion. I'm all for having as many different versions of a single map as possible (Spring, summer, winter, fall, and day/night versions of each)... but all of those together don't measure up to a new battlefield. Two "new" maps in six months (with Forest Colony Snow, and River City Night in there as well) still seems like pretty slow progress from a players perspective.

Maybe we're just spoiled by CoD type games having twelve to sixteen maps to start with and getting sixteen more within a year.

#7 karoushi

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Posted 06 March 2013 - 12:21 AM

Hmm, For Clan Warfare I am thinking One Giant Map with individual cells (like how the in-game map is, with the grids) where clan battles take place in each cell on the clan warfare map. Each cell represents a section of said giant map, instead of a bunch of individual maps representing areas it could be one large map (clanwarfare map) with each cell representing a section of that map being fought over.

Each battle won or loss is shown on the clan warfare map on the website (or ingame) as a section gained or lost, represented by colors depicting which faction/clan had won or lost the area involved in the conflict.

#8 MustrumRidcully

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Posted 06 March 2013 - 12:28 AM

View PostVapor Trail, on 06 March 2013 - 12:12 AM, said:

Procedural generation would have been excellent. But I agree, non-trivial challenge.

The attraction is pretty good though. Build the map based on a collection of semi-random numbers, Tactics are what you can do in the heat of the moment, rather than practiced to death strategies or simple force of habit.

Although...

Procedurally generating a city map such as River City (or really anything with buildings...) could be a nasty business, full of mech-traps and such. Remember back in CB where you could get stuck in/on apparently open terrain in RC? Imagine that kind of stuff creeping into procedurally generated maps. My first drop on Alpine I managed to get my Catapult stuck within 30 seconds. Spent the entire map trapped within spitting distance of the base.

Exactly, that's what makes it so non-trivial. Avoiding pitfalls like that (not even mentioning even getting a map "good-looking" like that).

Maybe an approach would be to create tiles of terrain that are tested for mech traps, and can be put together like Lego...

I believe the Devs said that once they have terrain of a given type, creating more maps of that type will be easier. So maybe they are currently really just focusing on getting these basics, and afterwards can - even non-procedurally - generate maps much faster.

#9 GalaxyBluestar

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Posted 06 March 2013 - 12:29 AM

Q:

Anyone Else Thinking We're Going To Need Tons More Maps For Cw?

A:

Yep.

#10 Rezerford

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Posted 06 March 2013 - 12:29 AM

Vapor Trail,
I would be happy if every month a new map would be introduced (if 2 new maps each month - my happiness will be bigger than universe).

But I realize that every map supposed to be very well tested before released to players.
I can not find developer's plans for this spring right now, but I remember that according to those plans, In May-June we will see several brand new terrains.
I'm pretty satisfied with what we have now and I'm patiently looking forward for next patches to be completely happy with this game ;)

#11 ryoma

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Posted 06 March 2013 - 12:29 AM

I was under the impression that they will release 1 map a month from now on?

#12 Elizander

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Posted 06 March 2013 - 12:32 AM

Once they already have all the art assets for the different map types, they can churn out different layout maps (with similar tiles/assets) to portray different areas. Let's hope they get that finished so that they have the tools to churn out maps faster. ;)

I'd probably love an indoor facility map someday. A huge one. ;)

#13 ragingmunkyz

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Posted 06 March 2013 - 12:33 AM

Well, I hear they'll be adding more maps, but each one is going to cost you 2000 MC if you want to play them, and they'll all come with an MC win condition, whereby a team can automatically win if they pay enough money for it.

*trollmode disengaged, all systems nominal*

Obviously, I agree, but be patient. Too many people seem to be forgetting this game is in beta. I'm trusting there is a plan and new content to support CW, as that feature has perhaps the greatest potential of any in this game. I know its the thing that made me interested in the game in the first place.

Edited by ragingmunkyz, 06 March 2013 - 12:49 PM.


#14 Sir Burpalot21

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Posted 06 March 2013 - 12:36 AM

One thing I really loved about Chromehounds was that there were dozens of different maps all corresponding to various areas on the overworld territory. Everything was amazingly detailed too. The cities felt like like real massive cities.
Just look at all of this:
http://chromehounds...._area=world_map
*sigh* It's such an underrated game. Sure it had some balance issues, but everything else gave me such a unique and fun experience. I hope they make a sequel for the next gen consoles.

I reaaaaly want MWO to have that kind of scale, but sadly I'm not getting my hopes up.

#15 Ashnod

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Posted 06 March 2013 - 12:38 AM

View PostVapor Trail, on 06 March 2013 - 12:12 AM, said:

Procedural generation would have been excellent. But I agree, non-trivial challenge.

The attraction is pretty good though. Build the map based on a collection of semi-random numbers, Tactics are what you can do in the heat of the moment, rather than practiced to death strategies or simple force of habit.

Although...

Procedurally generating a city map such as River City (or really anything with buildings...) could be a nasty business, full of mech-traps and such. Remember back in CB where you could get stuck in/on apparently open terrain in RC? Imagine that kind of stuff creeping into procedurally generated maps. My first drop on Alpine I managed to get my Catapult stuck within 30 seconds. Spent the entire map trapped within spitting distance of the base.



Hate to say this, but "wishful thinking does not a map make." Alpine and Desert are the only two actually "new" (multiplayer) maps we've even gotten hints of. So unless they're playing the new maps extremely close to the vest, they're not much but dots on the horizon.

New maps is probably the number one desired expansion. I'm all for having as many different versions of a single map as possible (Spring, summer, winter, fall, and day/night versions of each)... but all of those together don't measure up to a new battlefield. Two "new" maps in six months (with Forest Colony Snow, and River City Night in there as well) still seems like pretty slow progress from a players perspective.

Maybe we're just spoiled by CoD type games having twelve to sixteen maps to start with and getting sixteen more within a year.


Volcano, Meteor Base, Canyons as well...

#16 hashinshin

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Posted 06 March 2013 - 12:46 AM

the problem with chromehounds is the problem every game with bad balance has.

Bad balance is the #1 least fun thing to have in a game. Nobody likes to be shot at by things that are just blatantly too strong.

#17 Corvus Antaka

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Posted 06 March 2013 - 12:50 AM

yeah we need like 12 maps at the very least, 24 more like it by next xmas.

#18 von Pilsner

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Posted 06 March 2013 - 12:53 AM

Yes, we need many, many more maps.

#19 MustrumRidcully

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Posted 06 March 2013 - 01:34 AM

Or just two, much, much larger maps?

Let's fight on a continent! [/InsanityWolf]

Posted Image

Edited by MustrumRidcully, 06 March 2013 - 01:49 AM.


#20 Xenroth

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Posted 06 March 2013 - 01:36 AM

I think we need tons of weapon balancing if we got host state rewinding for every weapon!





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