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So Did Anyone Here Even Go To The Pax Panel?


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#121 Kaelus

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Posted 25 March 2013 - 10:43 AM

View PostPANZERBUNNY, on 25 March 2013 - 10:31 AM, said:

Had to keep those round feet though. Why not large spikes to kick other mechs?

If you think that is bad, look more upon what the dark age artists have wrought. Cringe at their in game models.
Posted Image

#122 Stayger

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Posted 25 March 2013 - 10:43 AM

View PostParias, on 24 March 2013 - 05:16 PM, said:

I'm confused then - if PGI wasn't planning to make an appearance at PAX, why did they create a trailer with PAX-specific wording in it?






Is it me but i am seeing a new Assault mech at 0:24??? oh please me wanna

#123 PANZERBUNNY

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Posted 25 March 2013 - 10:45 AM

The dark age miniature sclupts are some of the worst plastic pieces of crap I have ever seen. They have the same concept guys working on tactics?

#124 General Taskeen

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Posted 25 March 2013 - 10:47 AM

View PostAllfex, on 25 March 2013 - 01:49 AM, said:



Me too. For personal-learning with cry-engine i'm building a map that fits mwo. With al the assets PGI already has they could press out a ton of map's :P.

http://mwomercs.com/...cry-sdk-fanmap/

For example: In a short amount of time i have done 3 Maps as "WIP'S" with nearly the same "theme". 2x 2k terrain-res 1x 4k.

From zero to this it took me round 5-6 hours and maybe 1,50 Eur energy-cost :wub:

Posted Image

Here is the same map, build a little further with the use of PGI'S assets but with an other terrain-texture-technic... maybe 10-14 hours of work so far.

Posted Image

For the same maps in night i need...maybe 2 hours to tweak the "Time of Day" Settings.

The snow version is one customtexture aplyed to all assets and some snowy terrain-textures.

I know... PGI have to do all the textures and assets, pay the artists, test these maps and so one a BUT 3 months and 250k???

Remember: I'm do it alone and i'm a bloddy amateur with cry-engine.

Cheers


Keep in mind that the CryEngine also has dynamic time/day cycles too, which carried over from the previous engine. They did it for MW:LL maps on CryEngine 2 where the map changes from Day to Night depending on how long a map runs for. The map creator can turn this feature on or off and set how fast or slow the change occurs. Way better than creating separate maps that are "Day, Dusk, Night" on the same terrain map.

That's why, to me, a 15 minute match is so unrealistic. It doesn't invest or immerse a player into a long, drawn out battle/operation the way MW:LL did. And with dynamic time of day cycles, it is way more realistic than having to create multiple maps using the static time of day adjustment.

Edited by General Taskeen, 25 March 2013 - 10:50 AM.


#125 LaserAngel

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Posted 25 March 2013 - 10:50 AM

View PostStayger, on 25 March 2013 - 10:43 AM, said:




Is it me but i am seeing a new Assault mech at 0:24??? oh please me wanna
It's the Highlander. I hate to say this but I kinda want the Hero one before the full release...

#126 PANZERBUNNY

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Posted 25 March 2013 - 10:55 AM

View PostGeneral Taskeen, on 25 March 2013 - 10:47 AM, said:


Keep in mind that the CryEngine also has dynamic time/day cycles too, which carried over from the previous engine. They did it for MW:LL maps on CryEngine 2 where the map changes from Day to Night depending on how long a map runs for. The map creator can turn this feature on or off and set how fast or slow the change occurs. Way better than creating separate maps that are "Day, Dusk, Night" on the same terrain map.

That's why, to me, a 15 minute match is so unrealistic. It doesn't invest or immerse a player into a long, drawn out battle/operation the way MW:LL did. And with dynamic time of day cycles, it is way more realistic than having to create multiple maps using the static time of day adjustment.


Sir, you will be awarded 500MC and 2 Coolant Shots (low grade) for your efforts.

#127 Slaytronic

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Posted 25 March 2013 - 11:12 AM

View Postvalkyrie, on 24 March 2013 - 07:50 PM, said:


Lemme fix that for you:

Hawken = presence at every relatively major gaming convention + web series + graphic novel
MWO = shows up at PAX (no booth) and GDC, last major novel was released years ago, has a board game (BattleTech) that many in the public do not even associate with the MechWarrior brand if they even know about it to begin with

PGI, please note that your failure to attract a wider audience is due less in part to a lack of third person and more to the fact that you are doing practically ZERO marketing aside from banner ads which everyone with any semblance of tech savvy is blocking anyway.


You mean they actually have banner ads for this game damn i need to turn off ad block once in awhile

#128 DirePhoenix

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Posted 25 March 2013 - 11:28 AM

View PostPANZERBUNNY, on 25 March 2013 - 10:45 AM, said:

The dark age miniature sclupts are some of the worst plastic pieces of crap I have ever seen. They have the same concept guys working on tactics?

The general look of MWT is just their art direction. There are several things to remember about MWT:
  • Topps owns the rights to all sourcebook and print media images, and unless they license from them, computer game developers have to create their own unique art for these 'mechs. Pirahna (MWO) also cannot use Roadhouse Interactive's (MWT) art and vice versa, despite both games being published by Infinite Games (although I realize I may be talking to a wall when it comes to discussing what the difference is between a publisher and a developer).
  • MWT is not meant to be played from a zoomed-in view like these pics, but from an overhead view, zoomed way out. So these models need to have very distinctive looks so you can tell them apart from a distance. This and this are examples of the typical views that most players would see during normal gameplay, not this*.
  • The way the models are made, MWT 'mechs have very different looks depending on what weapons they're using. MWT doesn't have conventional chassis "variants" like MWO. They don't have Energy/Ballistic/Missile hardpoints, they just have different-sized crit slots.
  • Also unlike MWO, all of MWT's weapons have visuals as separate pieces, not geometry that is specifically modeled per chassis. They are more akin to lego blocks you slap onto the hit locations. And they have to be visible and distinctive while zoomed out at a distance (although I still question why they decided to make LRMs look like miniguns).

*Also, the dark blue/bright red 'mechs are special MWT Founder paintjobs (in MWT, paintjobs are individual item cards), which represent the Wolf's Dragoons 7th Kommando unit.

Edited by DirePhoenix, 25 March 2013 - 11:33 AM.


#129 LaserAngel

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Posted 25 March 2013 - 11:37 AM

Still no video of the panel.

https://soundcloud.c...othefuturepanel

It appears we at least have sound. :P

Edited by LaserAngel, 25 March 2013 - 12:10 PM.


#130 Tice Daurus

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Posted 25 March 2013 - 11:58 AM

Thanks to Allfex and Panko, I thought of this and created this for a sincere answer to see if the DEV's will bite on this idea:

http://mwomercs.com/...ost__p__2126101

#131 Oni Ralas

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Posted 25 March 2013 - 12:08 PM

View PostPANZERBUNNY, on 25 March 2013 - 10:45 AM, said:

The dark age miniature sclupts are some of the worst plastic pieces of crap I have ever seen. They have the same concept guys working on tactics?



Hey, **** you LOL

-Guy who owns like 250 MW:DA minis

#132 Warlune

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Posted 25 March 2013 - 12:32 PM

Panel Video here:
http://mwomercs.com/...13-panel-video/

#133 Victor Morson

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Posted 25 March 2013 - 12:53 PM

View PostAllfex, on 25 March 2013 - 01:49 AM, said:



Me too. For personal-learning with cry-engine i'm building a map that fits mwo. With al the assets PGI already has they could press out a ton of map's :P.

http://mwomercs.com/...cry-sdk-fanmap/

For example: In a short amount of time i have done 3 Maps as "WIP'S" with nearly the same "theme". 2x 2k terrain-res 1x 4k.

From zero to this it took me round 5-6 hours and maybe 1,50 Eur energy-cost :wub:

Posted Image

Here is the same map, build a little further with the use of PGI'S assets but with an other terrain-texture-technic... maybe 10-14 hours of work so far.

Posted Image

For the same maps in night i need...maybe 2 hours to tweak the "Time of Day" Settings.

The snow version is one customtexture aplyed to all assets and some snowy terrain-textures.

I know... PGI have to do all the textures and assets, pay the artists, test these maps and so one a BUT 3 months and 250k???

Remember: I'm do it alone and i'm a bloddy amateur with cry-engine.

Cheers


One of the Aces also made a stellar map for Living Legends, without ever touching Cryengine before. It was his first try and honestly superior to every map in MW:O past Alpine and T Desert.

That map you made looks stellar. It makes me wish they'd offer cash for community maps that strike them as acceptable. Many expert map makers would be lining up for that, and there's plenty who would just be happy getting their map in the game.

#134 Stayger

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Posted 25 March 2013 - 12:57 PM

Guys Creating a Map is one thing and programing is another after you created your Sweet map you gotta add spawn points bases which need X mech so it can be capped or Y mech so it can't be capped this is quite complicated and most of all we are Playing Multi player which makes the work HARDER!

#135 BlueSanta

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Posted 25 March 2013 - 01:06 PM

Note that they said $70,000-$250,000 for maps, depending on the quality.

Obviously RCN was on the lower end.

#136 nightsniper

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Posted 25 March 2013 - 01:23 PM

http://mwomercs.com/...13-panel-video/

Video of the PGI appearance at Pax East

And no they did not have a booth, Yes I was there.

Nightsniper

#137 Thunder Lips Express

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Posted 25 March 2013 - 02:46 PM

View PostAllfex, on 25 March 2013 - 01:49 AM, said:



Me too. For personal-learning with cry-engine i'm building a map that fits mwo. With al the assets PGI already has they could press out a ton of map's :D.

http://mwomercs.com/...cry-sdk-fanmap/

For example: In a short amount of time i have done 3 Maps as "WIP'S" with nearly the same "theme". 2x 2k terrain-res 1x 4k.

From zero to this it took me round 5-6 hours and maybe 1,50 Eur energy-cost B)

Posted Image

Here is the same map, build a little further with the use of PGI'S assets but with an other terrain-texture-technic... maybe 10-14 hours of work so far.

Posted Image

For the same maps in night i need...maybe 2 hours to tweak the "Time of Day" Settings.

The snow version is one customtexture aplyed to all assets and some snowy terrain-textures.

I know... PGI have to do all the textures and assets, pay the artists, test these maps and so one a BUT 3 months and 250k???

Remember: I'm do it alone and i'm a bloddy amateur with cry-engine.

Cheers

oh i want to play there, can i come over?

#138 Kyoulkoa

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Posted 25 March 2013 - 02:46 PM

those are some good looking screens allfex

#139 Mechwarrior Buddah

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Posted 25 March 2013 - 02:57 PM

View PostSears, on 25 March 2013 - 05:46 AM, said:

CW is set to begin rolling out in May through the summer and then I imagine we'd see Clans. Imagine if they did a Founder's program but for Clans? Perhaps receive a unique camo or cosmetically different clan mechs of the clan of your choosing, with the bonuses to cbills or however clan mechs will work. I can imagine the revenue gained would match if not exceed the 5 mill they got from the initial Founder's program.

So I can imagine them putting it a lot of cash for an advertising drive for something like that as well as being able to market the Community Warfare. Perhaps why they are staying below the radar for now.

Yeah imagine the intense anger that would be generated if they charged founders cash for Clans. Talk about pay to win holy crap!

#140 PANZERBUNNY

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Posted 25 March 2013 - 03:01 PM

It would create an uproar...but it would mean the deadly clans weren't watered down with scrubs that can barely walk.

It is tempting though....





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