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Penny Arcade Report: Building A Map In Mw:o


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#1 Vasces Diablo

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Posted 20 June 2013 - 10:23 AM

http://penny-arcade....am-creates-worl

Silly PGi, putting all that thought and planning into a map. Don't they know you can build these exact same maps in about 12 hours with a free map editor for like...$125.

/end sarcasm

Edited by Vasces Diablo, 20 June 2013 - 10:25 AM.


#2 Tennex

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Posted 20 June 2013 - 10:27 AM

very cool stuff lots of concepts we'v never seen before volcano map looks to be shapin gup nicely.. now if only we could get an explanation on how they size mechs.

Edited by Tennex, 20 June 2013 - 10:28 AM.


#3 Hawkeye 72

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Posted 20 June 2013 - 11:18 AM

Concept art to video games is my guilty pleasure. This was an awesome read to get a great look at how much effort is needed on several parties to put together a single playing space that doesn't look like it was thrown together in six hours by Super Forum User.

If only this had come out a few months earlier and silenced the naysayers about the cost and time of map development.

And while I support the idea of community-created assets, I hope people clamoring for user-made maps realize the amount of work that they alone would need to put into a map just to come within even 10% of the quality of the ones released so far.

PGI should do a few more of these on other aspects (time permitting of course)

#4 Adridos

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Posted 20 June 2013 - 11:58 AM

Really nice.

However, one has to wonder why are they always settling for such visually bland color palletes... :ph34r:

#5 Sephlock

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Posted 20 June 2013 - 01:00 PM

Please tell me you can fall into the lava... that would be so fun once tackling is re-implemented...


Edited by Sephlock, 20 June 2013 - 01:04 PM.


#6 Tennex

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Posted 20 June 2013 - 01:07 PM

View PostSephlock, on 20 June 2013 - 01:00 PM, said:

Please tell me you can fall into the lava... that would be so fun once tackling is re-implemented...




would be interesting to see the lava pit raise your heat by ridiculous amounts

#7 xengk

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Posted 20 June 2013 - 08:25 PM

View PostSephlock, on 20 June 2013 - 01:00 PM, said:

Please tell me you can fall into the lava... that would be so fun once tackling is re-implemented...




No one would dare to enter that area, unless there is a very real advantage.
Such as being a shortcut to enemy base, or having a resource point in the middle for conquest mode.

Posted Image

#8 Vasces Diablo

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Posted 20 June 2013 - 09:17 PM

View Postxengk, on 20 June 2013 - 08:25 PM, said:


No one would dare to enter that area, unless there is a very real advantage.
Such as being a shortcut to enemy base, or having a resource point in the middle for conquest mode.

Posted Image


You mean like the one in the picture....

#9 xengk

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Posted 20 June 2013 - 10:23 PM

View PostVasces Diablo, on 20 June 2013 - 09:17 PM, said:

You mean like the one in the picture....


There is?
I thought that was just some random piece of debris.

#10 Zanathan

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Posted 21 June 2013 - 01:57 AM

Firstly, fantastic article with very detailed information. I love this stuff.

I, and I am sure many others, appreciate the hard work that goes into the game that at times gets under appreciated. Please keep up the fantastic work!

The only part I will nitpick on is this paragraph:

Most of our initial levels have monochromatic lighting tones, but we do not make use of photo filters to achieve our colours. Instead we utilize our sun, ambient, and fog colors to tie everything together. This allows our Mechs and assets to naturally fit within the lighting of any planet, regardless of how vivid its colors are, without simply washing over everything with a single color.

While there is a lot of work with the lighting, fog, etc I do feel most maps (save for the newer canyon network) is 'washed' with the original monochromatic palette that was selected/created for it. The original maps are especially prone to this and there have been a number of posts created since closed beta till now about it. Maybe I'm missing something?

#11 Skunk Wolf

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Posted 21 June 2013 - 03:41 AM

Read more like a term paper than a "Report."

In the sense that there was a lot of technical exposition on how these maps are made.

I do enjoy a good term paper from now and then, needed footnotes.

I am so falling in that lava.

All the time.

I am not trying to be snarky.

Edited by Skunk Wolf, 21 June 2013 - 03:45 AM.


#12 Sephlock

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Posted 21 June 2013 - 04:47 AM

I just can't help but imagine "American Gladiator"...

#13 Kaemon

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Posted 21 June 2013 - 05:04 AM

These screens should be some of the screens that show up during the round loadup....

Community warfare loading screens -
http://hw1.pa-cdn.co...e_vtar_pg03.jpg

Here is your Conquest play loading screen (changing to include having to destroy the mining rig)
http://hw1.pa-cdn.co...t%20%281%29.jpg

Command Console view (I guess you could argue a BAP/CC Console view from multiple mechs) -
http://hw1.pa-cdn.co...n_instances.jpg

It seems like we're getting only the outside of the onion, when there are so many more layers we could be getting access to.

Excellent article btw, it should be displayed on the forum splash page for everyone to read.

#14 pesco

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Posted 21 June 2013 - 05:51 AM

I like how they explain that they specifically design the maps to make people follow the routine of choosing one of three approaches, trading some long-range shots, and walking n seconds, before everyone meets in the middle meatgrinder.

#15 Sephlock

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Posted 21 June 2013 - 06:16 AM

View Postpesco, on 21 June 2013 - 05:51 AM, said:

I like how they explain that they specifically design the maps to make people follow the routine of choosing one of three approaches, trading some long-range shots, and walking n seconds, before everyone meets in the middle meatgrinder.
Its better to have something concrete to base the maps on... though I like to think that Alpine was just an Aberration :D.

#16 Corvus Antaka

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Posted 04 July 2013 - 04:59 AM

whoa great interview.

eyes have been opened!





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