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Would You Support Pgi To Purchase/license Mwll Maps For Mwo?


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Poll: MWO POLL (50 member(s) have cast votes)

Would you help support ($$$) PGI to purchase/license rights to use MWLL maps for MWO?

  1. Yes (29 votes [58.00%] - View)

    Percentage of vote: 58.00%

  2. No (14 votes [28.00%] - View)

    Percentage of vote: 28.00%

  3. Not Sure (7 votes [14.00%] - View)

    Percentage of vote: 14.00%

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#1 Phoenix Branson

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Posted 15 September 2013 - 07:21 PM

PGI should seriously consider purchasing or licensing the rights to use MWLL maps for MWO. The MWLL maps use a similar engine, CryEngine 2 (MWO uses CryEngine 3). I understand MWLL has ceased development, but if an agreement could be made, this would drastically increase the amount of content for MWO. PGI could ask the community to help support this effort by donating some funds to make this a reality (PGI could give some MC or premium time to compensate). I would really love to see the following maps in MWO…

MWLL: Marshes Flythrough


MWLL: Kagoshima Flythrough


MWLL: Thunder Rift Flythrough

Edited by Maverick01, 15 September 2013 - 07:28 PM.


#2 Inconspicuous

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Posted 15 September 2013 - 08:15 PM

No thanks, these devs need to make this game... They already got MWLL shut down they don't need to 'borrow' assets from it as well.

#3 Ghogiel

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Posted 15 September 2013 - 08:26 PM

This is not possible for several reasons.

Firstly MWLL was a mod for crysis1/warhead/wars. As such many of the levels utilized stock crysis assets. These would all have to be replaced anyway.

Performance overheads of MWLL maps is often much higher, meaning that they can often suffer from overdraw problems and excessive drawcall counts. The vram usage of them also puts them out of the realm of people with only 1GB of vram on their video cards.

Lastly, while there are about 6-7 maps for MWLL that are excellent, more than half of those play that well by both accident and hard work. They suit the gameplay of MWLL, as complex as it is, but may not even feel right in MWOs setting. It's a combination of so many things to get gameplay right, many of them you don't really know until the map is out there. As such MWLL maps were under revision constantly and some had huge sweeping changes made to them after, something that PGIs level design team doesn't do.

There isn't an easy way to really make these maps work within the art and design specs of MWO.

The best thing would be for PGI to take inspiration from MWLL maps and hopefully just get it 'right'. And having them be able to play the game in the public setting to a high level would also help.

#4 Volthorne

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Posted 15 September 2013 - 11:06 PM

View PostMaverick01, on 15 September 2013 - 07:21 PM, said:

PGI should seriously consider purchasing or licensing the rights to use MWLL maps for MWO.


First, considering MW:LL was a free* mod, I'm not sure that would even work? Almost certainly there wouldn't be any money changing hands.

*Provided you had Crysis: Warhead.

View PostInconspicuous, on 15 September 2013 - 08:15 PM, said:

No thanks, these devs need to make this game... They already got MWLL shut down they don't need to 'borrow' assets from it as well.

Oh look, that old tinfoil-hat {Scrap} again. Blame M$. Paid licenses always win out over free licenses.

#5 Zerberus

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Posted 19 September 2013 - 02:32 PM

View PostGhogiel, on 15 September 2013 - 08:26 PM, said:

....The best thing would be for PGI to take inspiration from MWLL maps and hopefully just get it 'right'.


I agree.

But considering the ragefest our "core" players started when Terra Therma was released, statements such as "stolen from MW:LL" or " What a ripoff from MW:LL", maybe not........

#6 General Taskeen

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Posted 19 September 2013 - 02:35 PM

Zerb, terra therma only gets a passing similarity to mw:ll's way better looking volcano map. The difference in quality is like night and day and mw:ll's version wins. The layout's are also different.

#7 Volthorne

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Posted 19 September 2013 - 06:14 PM

View PostGeneral Taskeen, on 19 September 2013 - 02:35 PM, said:

Zerb, terra therma only gets a passing similarity to mw:ll's way better looking volcano map. The difference in quality is like night and day and mw:ll's version wins. The layout's are also different.

MW:LL devs also had 6 years to get everything optimized and nice-looking.

#8 Ghogiel

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Posted 19 September 2013 - 11:19 PM

View PostVolthorne, on 19 September 2013 - 06:14 PM, said:

MW:LL devs also had 6 years to get everything optimized and nice-looking.


Next month in october MWO in it's current form will be 2 years since it was announced. Where does the time go...

#9 Destructicus

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Posted 19 September 2013 - 11:24 PM

Hell
I'd support a campaign to get the dudes behind LL to work for PGI
Then at least this game would go somewhere

#10 Varth Shenon

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Posted 20 September 2013 - 12:30 AM

no sorry f2p nuff said

#11 Green Mamba

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Posted 20 September 2013 - 06:21 AM

View PostDestructicus, on 19 September 2013 - 11:24 PM, said:

Hell
I'd support a campaign to get the dudes behind LL to work for PGI
Then at least this game would go somewhere


They busy being contracted by Star Citizen

#12 Syllogy

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Posted 20 September 2013 - 07:15 AM

View PostGhogiel, on 15 September 2013 - 08:26 PM, said:

This is not possible for several reasons.

Firstly MWLL was a mod for crysis1/warhead/wars. As such many of the levels utilized stock crysis assets. These would all have to be replaced anyway.

Performance overheads of MWLL maps is often much higher, meaning that they can often suffer from overdraw problems and excessive drawcall counts. The vram usage of them also puts them out of the realm of people with only 1GB of vram on their video cards.

Lastly, while there are about 6-7 maps for MWLL that are excellent, more than half of those play that well by both accident and hard work. They suit the gameplay of MWLL, as complex as it is, but may not even feel right in MWOs setting. It's a combination of so many things to get gameplay right, many of them you don't really know until the map is out there. As such MWLL maps were under revision constantly and some had huge sweeping changes made to them after, something that PGIs level design team doesn't do.

There isn't an easy way to really make these maps work within the art and design specs of MWO.

The best thing would be for PGI to take inspiration from MWLL maps and hopefully just get it 'right'. And having them be able to play the game in the public setting to a high level would also help.


Quoted for Truth, especially since it's from one of the Living Legends developers himself.

#13 Syllogy

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Posted 20 September 2013 - 07:19 AM

View PostVolthorne, on 19 September 2013 - 06:14 PM, said:

MW:LL devs also had 6 years to get everything optimized and nice-looking.


They also had someone from CryTek working on the game. It may have made a big difference since the MW:LL guys didn't have to learn a new Engine and rebuild it from the ground up.

#14 Volthorne

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Posted 20 September 2013 - 11:26 PM

View PostSyllogy, on 20 September 2013 - 07:19 AM, said:

They also had someone from CryTek working on the game. It may have made a big difference since the MW:LL guys didn't have to learn a new Engine and rebuild it from the ground up.

That too. To make a comparison, switching Engines and then basically rebuilding it would be like going from a sedan to a Mac truck, and then trying to replace the motor with an afterburner.

Clearly you're going to have issues.

Edited by Volthorne, 20 September 2013 - 11:27 PM.


#15 Stardancer01

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Posted 20 September 2013 - 11:53 PM

PGI should consider hiring as many Mech Warrior Living Legends Developers as they can. The expertise behind the maps are more important than the maps themselves.

#16 Ghogiel

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Posted 21 September 2013 - 01:23 AM

View PostSyllogy, on 20 September 2013 - 07:19 AM, said:

It may have made a big difference since the MW:LL guys didn't have to learn a new Engine and rebuild it from the ground up.

CE2 was a new engine when MWLL started, as such there was hardly any online resources to learn from, and pretty much every technical hurdle was worked out internally. CryDev was handy on occasion but MWLLwas doing things no one had done with the engine, basically they did have to learn a new engine with even less external help. That's why crytek ended up offering jobs to 4 of the devs over the years, after they brute forced learning it on their own first

Edited by Ghogiel, 21 September 2013 - 01:24 AM.


#17 Tweaks

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Posted 21 September 2013 - 09:09 AM

I'd rather see the devs get inspired by MWLL's maps than plain use them directly. Personally, I think the maps from PGI look way better but that's just me...

#18 Victor Morson

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Posted 20 November 2013 - 11:16 PM

View PostInconspicuous, on 15 September 2013 - 08:15 PM, said:

No thanks, these devs need to make this game... They already got MWLL shut down they don't need to 'borrow' assets from it as well.


Also they remade TC_Inferno... very badly.

Spoiler

Edited by Victor Morson, 20 November 2013 - 11:17 PM.


#19 General Taskeen

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Posted 10 July 2014 - 01:11 PM

I might add that MW:LL maps were amazing, pure amaze-ness. They were incredibly large, expanxive over several kilometers and allowed for varied tactics when attacking objectives, plenty of flanking areas and such. It basically "felt" like you were on a BattleTech planet. Just all around better than MWO's small sized maps.

I don't think you'll ever see the MW:LL previous devs giving fair use of those maps ported to the new CryEngine. Also the maps were, the best ones anyways, were made to fit into the popular MW:LL game mode "TC" (Territory Control). Some of the MW:LL devs also aren't very cozy with PGI.

#20 Sagedabluemage

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Posted 10 July 2014 - 02:00 PM

i liked the maps on the vast size and volume (still have my mods all rdy and loaded) but i would think they are focusing on other stuff atm. The cool thing about the features section they eventuanlly get to it and look at it. Some of the features suggested did already make it into the game which is awesome to see. But wouldnt the assets cause problems with sync and feel ? tho i kinda want to see the creativity these peeps have as much as i love MW: LL its MW: LL not MWO id rather they would be separate and different then a reskin or recolor. Calling it now if you got the maps alot of direwolfs and stalkers are gonna be sad D: let alone any of the assaults getting places. imagine skirmish trying to get to a ridge or a building let alone find cover D:


Tho if they did manage to do a very large map like that i think drop zones would be more intersting then spawn points. Or at least walking into the battlefield would be kewl. Like an active battlefield would be more of an intersting approach tho it would probably be very taxing to have one running at all times and allowing players in instead of a MM que. tho it could be intersting for CW and FW. let alone the sync and de sync woo woo .





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