Asteroid Mine Map
#1
Posted 21 September 2013 - 03:14 PM
#2
Posted 21 September 2013 - 03:32 PM
This mine idea even has the feeling of "warrens" about it, which could translate well into a maze like map, another cool element. The need for night/thermal vision wouldnt be a favourite i think, but would seriously add to the effect.
Having to use head lights on the mechs would be a cool effect also. Downright atmospheric, the idea has been brought up a couple times for the use of head lamps, but why instead of night vision?
Also what if some of the tunnels could only fit light mechs for instance? I bet the spider and jenner mechs would really be upsetting the assault mechs then I really dont know if the mech sizes allow for that , or not.
Edited by Johnny Z, 21 September 2013 - 03:49 PM.
#3
Posted 22 September 2013 - 03:34 AM
This would also make a great scenario for some asymmetrical game modes.
#4
Posted 22 September 2013 - 03:38 AM
As for some tunnels just big enough for lights, brill idea.
If done right the atmos of the map would be awesome but could the echo sound of a fire fight be added with the glow of the fight coming from some tunnel that you can just see, this sort of map has so much potential that i feel it might be a big fav amongst the players
Keep adding your thougths, bump this thread!!!
Edited by Warrior UK, 22 September 2013 - 03:42 AM.
#5
Posted 22 September 2013 - 03:47 AM
Any weapons with minimum-range and jumpjets would be useless.
But if you make the tunnels REALLY wide... And stack them up into a threedimensional labyrinth...
What's the name of the kuritan arena on Solaris VII?
#6
Posted 22 September 2013 - 03:57 AM
http://mwomercs.com/...ap-poll-inside/
With the size of the new maps, if the island city is any indicator, then this could be an entrance.
Edited by Johnny Z, 22 September 2013 - 04:17 AM.
#7
Posted 22 September 2013 - 04:22 AM
Not meant as a hijack and I think I've posted this before, but:
I'd love to also see a new type of "playmode". Something like attack/defense, escort or basically anything that will force people to play smartly and punish the usual "I run across the map to stand in a blinking square" type of player.
S.
#8
Posted 22 September 2013 - 07:49 AM
Warrior UK, on 22 September 2013 - 03:38 AM, said:
As for some tunnels just big enough for lights, brill idea.
If done right the atmos of the map would be awesome but could the echo sound of a fire fight be added with the glow of the fight coming from some tunnel that you can just see, this sort of map has so much potential that i feel it might be a big fav amongst the players
Keep adding your thougths, bump this thread!!!
Echo of combat sounds would be a cool idea in any appropriate enclosed situation, hope this added some time.
#9
Posted 22 September 2013 - 01:11 PM
#10
Posted 22 September 2013 - 09:10 PM
http://www.youtube.c...e&v=kW2PgEvBh2Y
Edited by Johnny Z, 22 September 2013 - 09:11 PM.
#11
Posted 23 September 2013 - 05:55 AM
#12
Posted 23 September 2013 - 08:55 AM
Canyon Network - Night
Canyon Network - Day/Snow
Canyon Network - Night/Snow
River City - Snow
River City Night - Snow
Caustic Valley - Night
Terra Therma - Day
Alpine Peaks - Winter/Night
Alpine Peaks - Summer
Alpine Peaks - Summer/Night
Forest Colony - Night
Forest Colony Snow - Night
At least some of the "same ol', same ol'" would feel a bit different if nothing else...
Edited by Dimento Graven, 23 September 2013 - 08:56 AM.
#13
Posted 24 September 2013 - 06:09 AM
#14
Posted 24 September 2013 - 06:51 AM
Dimento Graven, on 23 September 2013 - 08:55 AM, said:
Canyon Network - Night
Canyon Network - Day/Snow
Canyon Network - Night/Snow
River City - Snow
River City Night - Snow
Caustic Valley - Night
Terra Therma - Day
Alpine Peaks - Winter/Night
Alpine Peaks - Summer
Alpine Peaks - Summer/Night
Forest Colony - Night
Forest Colony Snow - Night
At least some of the "same ol', same ol'" would feel a bit different if nothing else...
I don't want to {Scrap} on your parade but please elaborate what each one of those changes and why it fills a role within the map rotation...
Such as River city night explores low light conditions, terra therma explores deplorable heat conditions, caustic valley explores high center design and high heat, and it contrasts with tormaline desert and the maze like environment.
#16
Posted 24 September 2013 - 09:32 AM
HammerSwarm, on 24 September 2013 - 06:51 AM, said:
I don't want to {Scrap} on your parade but please elaborate what each one of those changes and why it fills a role within the map rotation...
Such as River city night explores low light conditions, terra therma explores deplorable heat conditions, caustic valley explores high center design and high heat, and it contrasts with tormaline desert and the maze like environment.
Talk about putting the "a.n.a.l." in analysis... Dude, seriously "roles" for map rotation? WTFBBQROFLCOPTER!?!?!##@#@!
How's about it'd be nice having more than 10 maps, and that MAYBE having more than 10 maps could possibly result in me not having to get Terra Therma 7 times in an expletive row as "role" for a map?
Heck if they took the current maps and rotated the spawn points 90 degrees it would make them "feel" different.
As it is, the map selection is extremely shallow for a game that's no longer beta, ESPECIALLY when you have ZERO control over which maps the game drops you in. I'd love to AT LEAST give the random number generator dropping me in maps more to work with...
DI3T3R, on 24 September 2013 - 07:42 AM, said:
A hellish landscape all in black and red, heat-view useless, the only light-sources are glowing lava...
Edited by Dimento Graven, 24 September 2013 - 09:31 AM.
#18
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