Jump to content

Big, Empty, Open Maps


44 replies to this topic

#41 Oppresor

    Member

  • PipPipPipPipPipPipPip
  • 997 posts
  • LocationPortsmouth, England

Posted 17 November 2013 - 01:31 PM

This was one of the most promising ideas I saw for your urban combat scenario:

[color="#b27204"]PenitentTangent[/color]<p class="author_info">

Member
  • Posted Image
  • Members
  • Posted ImagePosted Image
  • [color=#78C60B]Guardian[/color]
  • Posted Image
  • 118 posts

Posted 02 August 2013 - 09:52 PM
so, I've always thought that ambiance and environment play a huge role in the level of immersion and enjoyment. But also, I think that the environment should also have some influence in the mechanics of a game. MWO is one of the few games that succeeds at this very well, with ambient heat and gravity, and visual obstacles, etc.

so here's a map that I've been mulling over for a while. I don't know if this is feasible or not.

A lot of people are requesting for another, truly urban environment with large amounts of structures and a maze like design. River City pulls this off somewhat well and frozen city to a lesser extent. But one thing that I've desired to see for a long time is an urban metropolis wasteland. The map should be large for the sake of 12v12 and it should have normal temperature and gravity. I'm not sure what kind of wasteland, but the example I'm using is originally from Maverick01 and his Map suggestions post [color="#b27204"]here.[/color]

Nuclear Wasteland
Map Size: Medium
Temperature: Cold
Weather: Radioactive Fog
Key Features: Planet filled with trash and debris

Posted Image

*Credit to the original owners.


I like this idea very much. Now I don't think we need this map right away, especially since Terra Therma was just released and there are two other maps already on the way. But, I think a map like this would be spectacular.


I thought the backdrop of an irradiated city was an awesome idea. It could be taken a step further by being time limited because of the level of Radiation. For example in a mission brief before deployment, it would be announced that you have a maximum of 10 minutes combat time before you need to head to your extraction point. If the city grid was to be made big enough there would be a very real chance that people would get lost and actually be KIA by Radiation.

To make it more interesting, the intense Radioactivity could cause severe problems with ECM, Beagle and Artemis, but seismic would be OK.

I really think Penitent Tangent was onto something with this one.

By the way, just in case you were wondering; I am a Sniper, so I am looking at this from an unbiased point of view.

#42 FireDog

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 377 posts

Posted 22 November 2013 - 12:56 PM

When I look at the opening screen map grids or Battle Maps I am so sad to wonder at all the map area wasted under the gray hashed out mask-frame. What we really need more and BIGGER maps to battle upon. When CW starts up and we begin team battle these tiny MWO maps will get old really quick (Well I should say really, really, OLDER). Mech Warrior 4 had some really good big city maps. "Big City" had square miles of cityscape plus a large central park while "Space Port" had a large rural farm/park area, blocks and blocks of tall buildings with mazes of streets and alley ways, all surrounding a 1000M walled space port complete with drop ships and gantries. They were both fun maps to battle upon. If anyone at PGI cares (I hope they do) please take a peek at MW4's "Arctic Waste", "Broken Sky Assault", "Cantina Assault", "Flooded City", "Talon Siege", "Endor Assault", and the ever popular "Royal Guard Assault ". All these maps were around the size of MWO's Alpine Peaks and provided us mechwarriors with thousands and thousands of hours of fun game play utilizing every square meter of playable space.
Also PGI should add variety with multi approaches, change ups of terrain and buildings, Hills, water features, accessible hidden nooks and grand view points. And when they get a handle on AI elements, add turrets, tanks, hellos and Jets, active drop ships, hostile 3rd parties of all sorts. Avoid one trick ponies like Terra Therma. Lovely map but every grid out side the center has the same look and fights the same. Boring... MW4 had several hot lunarscape maps to play upon but one fight would be in the wreckage of a burned out city, the next would be at the bottom of a deep crater and the next would be in a maze of fissures surrounding a volcano's peak (ala Terra therma) and the next on a the boulder encrusted, wreckage strung, glassed over plane of a nuclear strike.

#43 mayakashiii

    Member

  • PipPipPipPipPipPip
  • Heishi
  • Heishi
  • 365 posts
  • LocationGermany

Posted 23 November 2013 - 01:31 AM

View PostSmithMPBT, on 11 September 2013 - 02:03 PM, said:

Maybe the CryEngine can't handle too many buildings. River City is more like a River Outpost.

No, I can assure you CryEngine can. It's just that PGI can't handle CryEngine.

#44 Henry Morgan

    Member

  • PipPipPipPipPipPip
  • 338 posts

Posted 29 November 2013 - 05:21 AM

View PostDukeNukemCZ, on 11 November 2013 - 05:23 PM, said:

Cryengine can handle it.. overall if you look at MWO maps they feel little bit like from cryengine sandbox amateur builder :D (new ones are better but...) Im missing some larger map with futuristic urban environment... but considering other maps i find them weirdly designed (style, design, mesh placement...) it feels odd if you walk through lamp/tree or whatever, if you battle at nigth city and there are no lights in windows or remains of it (even if population was evacuated) its future lots of it is probably automated.

MWO level builder/designers should use more fantasy they got cryengine but dont even use it at half of its potential (maybe they dont have enough man power or level builder isnt fully familiar with cryengine sandbox editor)

MWO maps simply feel empty or dead to me.. like static movie scene missing more immersion (design, ambient sounds, environment...)


Cryengine might be able to handle it, but what about the end user systems? If they start adding permanent objects to 'fill' a map, will that add restrictions on the GPU requirements to run the game? Or lag as objects to be rendered come into view?

#45 Fooooo

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,459 posts
  • LocationSydney, Aus.

Posted 29 November 2013 - 06:16 AM

View PostHenry Morgan, on 29 November 2013 - 05:21 AM, said:


Cryengine might be able to handle it, but what about the end user systems? If they start adding permanent objects to 'fill' a map, will that add restrictions on the GPU requirements to run the game? Or lag as objects to be rendered come into view?


Pretty much exactly why low settings make buildings disappear at long range on river city. Or used to anyway. (some still vanish)

They were set to do that for low end systems running on the low settings.


You could have them all never vanish. Actually you could have everything never vanish however there would be problems with that. (even if you used simple planes for the lowest LODs like I explain below)

To be honest I would of prefered a simple plane be shown at ranges (on low settings) further than x to represent a buildings dimentions than them vanishing completely or partly (which lets you see through them.)

I would gather most newer players fire and fire and fire thinking they are hitting the enemy, but are hitting an invisible building instead. (if their running on low settings etc)


I guess its really not a huge problem tho as they fixed up the culling a while ago.....well most of it..........

Edited by Fooooo, 29 November 2013 - 06:18 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users