Thats like asking PGI to use the combat mechanics from COD.
ITS
MWO
PEOPLE
Sorry the beloved MWLL isnt around, but theres a reason it isnt around. But thats another discussion in its entirety.
1
Would You Support Pgi To Purchase/license Mwll Maps For Mwo?
Started by Phoenix Branson, Sep 15 2013 07:21 PM
24 replies to this topic
#21
Posted 10 July 2014 - 02:35 PM
#22
Posted 10 July 2014 - 05:01 PM
True, but they could take a page from the concepts and balance (terrain, pathing... art...) and learn something. Terra Therma is terrabad and don't get me started on Alpine (a really bad TSA_Frostbite). A little more effort making the maps would go a long way.
IF this was a good idea, the only things that they could really get would be terrain heightmaps, terrain coloring, and maybe some asset locations. As Ghogiel said, all objects would have to be replaced and the game would play very differently with the much larger maps designed for Tanks, Aerospace, VTOL, and BA in addition to Mechs. While they could be resized, most MWLL maps were initially 8x8km.
IF this was a good idea, the only things that they could really get would be terrain heightmaps, terrain coloring, and maybe some asset locations. As Ghogiel said, all objects would have to be replaced and the game would play very differently with the much larger maps designed for Tanks, Aerospace, VTOL, and BA in addition to Mechs. While they could be resized, most MWLL maps were initially 8x8km.
#23
Posted 10 July 2014 - 06:33 PM
I'd be happy if PGI just made bigger "battlefield" type maps instead of little arenas.
But some of the MWLL maps are amazing....but then i generally think that most of MWLL is better than MWO. I'm still hoping that PGI will make me want to change my sig someday.
But some of the MWLL maps are amazing....but then i generally think that most of MWLL is better than MWO. I'm still hoping that PGI will make me want to change my sig someday.
#24
Posted 16 August 2014 - 03:11 AM
no, i expect that the mwo dev and designers r cockshure to do better job on maps, otherwise they would gave us the freedom to create our own, like in mw4, right?
#25
Posted 16 August 2014 - 02:23 PM
Greetings all,
The last I had read about the latest CryEngine updates is it has some difficulty with any map area larger than 4 x 4km.
- Specific location states at those sizes, and it needed to 'fudge' the numbers somewhat.
Can someone that has actually worked within the engine confirm this?
- But some good news from CryTech, they are not waiting for any 3rd party to build them a procedural generation program for the engine. They are constructing there own. This may change quite a bit with reference to engine users creating map content. And with the correct parameter's set, reduce the time required to create and build environments.
- Enabling larger environments could be done by converting to a 64bit CryEngine, double precision, but that alone is daunting in itself. And could basically remove any of the lowest systems from being able to even run the game. And probably not where PGI would like to go.
If you eliminated every object from some of the MW:LL maps, (crysis elements) only kept the terrain, height maps, colour profiles, layout (if it still works), some of these might work. I do admit, some of those MW:LL maps are indeed very pretty, but the current MWO game we have has some scale and terrain issues. (PGI admitted this concern) The reference to MW:LL requiring many additional 'overheads' to render these maps is a concern.
- The ideas that were presented by MW:LL in alien environments for map locations was impressive. The deep red, heavy thermal, heat shimmer location map was very intense. The orbiting asteroid location with changing day/night light and temperature settings was great, crazy but great. The presentation of the Ice and snow locations looked like it could have been a real location, and a reason for this map to exist. The Jungle/swamp map had some 'always' intense battles, and the inclusion of a full sized aerospace airstrip and dropship made it all the more impressive. (although most players hated that map it did have it's major battles go down as epic.) The Savannah map was just eye-candy all the way, great expanses with lots of movement and tactics potential.
- What I find missing in any of the MWO maps is a sense of Faction ownership. Each Faction has a cultural background that they present. We should see items being replaced on the maps to represent these different aspects on location ownership. If a specific Faction has Japanese heritage, then show some of that design in the buildings and structures. Same for the more Germanic, Norse, and other cultural items from the other Factions. If we drop on a location that is specifically owned by one Faction there should be 'clues' identifying this. (The original presentation video for MWO showed many House Davion banners all over the streets, as an example)
- Have automated and interchangeable items and structures on the maps that give the player a sense of a different Faction location, even though this could be the 2nd or 3rd time on the same map. (and will be required when CW and location front battles are here.)
Just some ideas,
9erRed
The last I had read about the latest CryEngine updates is it has some difficulty with any map area larger than 4 x 4km.
- Specific location states at those sizes, and it needed to 'fudge' the numbers somewhat.
Can someone that has actually worked within the engine confirm this?
- But some good news from CryTech, they are not waiting for any 3rd party to build them a procedural generation program for the engine. They are constructing there own. This may change quite a bit with reference to engine users creating map content. And with the correct parameter's set, reduce the time required to create and build environments.
- Enabling larger environments could be done by converting to a 64bit CryEngine, double precision, but that alone is daunting in itself. And could basically remove any of the lowest systems from being able to even run the game. And probably not where PGI would like to go.
If you eliminated every object from some of the MW:LL maps, (crysis elements) only kept the terrain, height maps, colour profiles, layout (if it still works), some of these might work. I do admit, some of those MW:LL maps are indeed very pretty, but the current MWO game we have has some scale and terrain issues. (PGI admitted this concern) The reference to MW:LL requiring many additional 'overheads' to render these maps is a concern.
- The ideas that were presented by MW:LL in alien environments for map locations was impressive. The deep red, heavy thermal, heat shimmer location map was very intense. The orbiting asteroid location with changing day/night light and temperature settings was great, crazy but great. The presentation of the Ice and snow locations looked like it could have been a real location, and a reason for this map to exist. The Jungle/swamp map had some 'always' intense battles, and the inclusion of a full sized aerospace airstrip and dropship made it all the more impressive. (although most players hated that map it did have it's major battles go down as epic.) The Savannah map was just eye-candy all the way, great expanses with lots of movement and tactics potential.
- What I find missing in any of the MWO maps is a sense of Faction ownership. Each Faction has a cultural background that they present. We should see items being replaced on the maps to represent these different aspects on location ownership. If a specific Faction has Japanese heritage, then show some of that design in the buildings and structures. Same for the more Germanic, Norse, and other cultural items from the other Factions. If we drop on a location that is specifically owned by one Faction there should be 'clues' identifying this. (The original presentation video for MWO showed many House Davion banners all over the streets, as an example)
- Have automated and interchangeable items and structures on the maps that give the player a sense of a different Faction location, even though this could be the 2nd or 3rd time on the same map. (and will be required when CW and location front battles are here.)
Just some ideas,
9erRed
Edited by 9erRed, 16 August 2014 - 02:23 PM.
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