Anyone Else Thinking We're Going To Need Tons More Maps For Cw?
#1
Posted 05 March 2013 - 07:39 PM
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
Posted 05 March 2013 - 07:41 PM
#3
Posted 05 March 2013 - 07:43 PM
#4
Posted 05 March 2013 - 11:52 PM
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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
Posted 06 March 2013 - 12:00 AM
Edited by Rezerford, 06 March 2013 - 12:04 AM.
#6
Posted 06 March 2013 - 12:12 AM
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.
Rezerford, on 06 March 2013 - 12:00 AM, said:
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
Posted 06 March 2013 - 12:21 AM
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
Posted 06 March 2013 - 12:28 AM
Vapor Trail, on 06 March 2013 - 12:12 AM, said:
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
Posted 06 March 2013 - 12:29 AM
Anyone Else Thinking We're Going To Need Tons More Maps For Cw?
A:
Yep.
#10
Posted 06 March 2013 - 12:29 AM
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
Posted 06 March 2013 - 12:29 AM
#12
Posted 06 March 2013 - 12:32 AM
I'd probably love an indoor facility map someday. A huge one.
#13
Posted 06 March 2013 - 12:33 AM
*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
Posted 06 March 2013 - 12:36 AM
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
Posted 06 March 2013 - 12:38 AM
Vapor Trail, on 06 March 2013 - 12:12 AM, said:
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
Posted 06 March 2013 - 12:46 AM
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
Posted 06 March 2013 - 12:50 AM
#18
Posted 06 March 2013 - 12:53 AM
#19
Posted 06 March 2013 - 01:34 AM
Let's fight on a continent! [/InsanityWolf]
Edited by MustrumRidcully, 06 March 2013 - 01:49 AM.
#20
Posted 06 March 2013 - 01:36 AM
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