Jump to content

Asteroid Mine Map


17 replies to this topic

#1 Warrior UK

    Member

  • PipPipPipPipPip
  • The Slayer
  • The Slayer
  • 142 posts
  • LocationUK South Coast (Sussex)

Posted 21 September 2013 - 03:14 PM

I my self and others that i have said this to think that it would be good to have as it would lead to rethinking combat tactics during a fire fight, an Asteroid Mine. Both teams start outside on the surface of the asteroid at a minig complex and then enter the mine through tunnels, some wide enough to have two to three mechs side by side with other tunnels wide enough to fit the Atlas. These tunnels lead into cavens both large and small to battle in with some caverns limiting the use of LRM's due to the height of the cavern. Old mining machinery could be used in the caverns from disused train trucks and so on with suppoting pillers carved out of the asteroid for larger caverns. Some areas in the mine could have lighting but as we have heat and night vision then lighting would not have to be used. This idea also gives us another night map as well. I hope that one of the Dev team reads this and throws this idea on the table for consideration. I think it would make for some :) battle fun...... What do you think?

#2 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 21 September 2013 - 03:32 PM

Totally agree, simply because it is an indoor map idea. Along with the mech factory map idea, both of these maps would make for some variety.

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 Oppi

    Member

  • PipPipPipPipPipPip
  • 372 posts
  • LocationCologne, Germany

Posted 22 September 2013 - 03:34 AM

I totally want the Hesperus II mech factory as a map (in the lore, that facility was basically built into a mountain), which would be similar to your idea, so, yeah, *bump* this thread :)

This would also make a great scenario for some asymmetrical game modes.

#4 Warrior UK

    Member

  • PipPipPipPipPip
  • The Slayer
  • The Slayer
  • 142 posts
  • LocationUK South Coast (Sussex)

Posted 22 September 2013 - 03:38 AM

Head lights could be another option when searching for a shutdown mech and so on, it will also effect your aiming when blinded by the light beam and so will your target returnig the fire.

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 DI3T3R

    Member

  • PipPipPipPipPipPipPip
  • 549 posts
  • LocationGermany

Posted 22 September 2013 - 03:47 AM

It would be like Canyon Network with a roof on it.
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 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 22 September 2013 - 03:57 AM

I dont know how else to link this. But this is the poll in maps and modes section. He adds to the list of ideas, this one should be added i think. The poll was pinned before.

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.

Posted Image

Edited by Johnny Z, 22 September 2013 - 04:17 AM.


#7 1Sascha

    Member

  • PipPipPipPipPipPip
  • 401 posts
  • LocationMunich, Germany

Posted 22 September 2013 - 04:22 AM

Like the idea very much.. I'm all for atmosphere.. :)

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 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 22 September 2013 - 07:49 AM

View PostWarrior UK, on 22 September 2013 - 03:38 AM, said:

Head lights could be another option when searching for a shutdown mech and so on, it will also effect your aiming when blinded by the light beam and so will your target returnig the fire.

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 Serpentbane

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 485 posts
  • LocationVanvikan, Norway

Posted 22 September 2013 - 01:11 PM

Am I the only one missing the color green. Larger maps with roling hills rather than Mountains and canyons, and with forests tall enough to hide lower mechs. The hills would provide some cover, but not as much as in the canyons. This opens for a different gameplay.

#10 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 22 September 2013 - 09:10 PM

On the subject of maps, this is a peek at the new nearly finished map from what the guy said when he posted it in maps and modes forum section.

http://www.youtube.c...e&v=kW2PgEvBh2Y

Edited by Johnny Z, 22 September 2013 - 09:11 PM.


#11 Green Mamba

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,659 posts
  • LocationNC,United States

Posted 23 September 2013 - 05:55 AM

I Really want a 1 Map a Patch now with variety thrown in at this point so that CW is not just silly(I know this is not probably possible due to not allowing community made content).Should have been 1 Map a Month going back to start of closed Beta though

#12 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 23 September 2013 - 08:55 AM

Heck yeah I'd even take some, what I hope would be, easy to create maps:

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 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 24 September 2013 - 06:09 AM

Bumping this because next to the removal of the current 3pv and the need for UI 2.0 and CW Mechwarrior needs more maps :)

#14 HammerSwarm

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 754 posts

Posted 24 September 2013 - 06:51 AM

View PostDimento Graven, on 23 September 2013 - 08:55 AM, said:

Heck yeah I'd even take some, what I hope would be, easy to create maps:

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.

#15 DI3T3R

    Member

  • PipPipPipPipPipPipPip
  • 549 posts
  • LocationGermany

Posted 24 September 2013 - 07:42 AM

View PostDimento Graven, on 23 September 2013 - 08:55 AM, said:

Terra Therma - Day


No, we need "Terra Therma Night".
A hellish landscape all in black and red, heat-view useless, the only light-sources are glowing lava...

#16 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 24 September 2013 - 09:32 AM

View PostHammerSwarm, 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...

View PostDI3T3R, on 24 September 2013 - 07:42 AM, said:

No, we need "Terra Therma Night".
A hellish landscape all in black and red, heat-view useless, the only light-sources are glowing lava...
I thought Terra Therma was already in night mode...

Edited by Dimento Graven, 24 September 2013 - 09:31 AM.


#17 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 24 September 2013 - 10:07 AM

St.Ives

http://www.sarna.net/wiki/St._Ives

#18 aniviron

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,752 posts

Posted 24 September 2013 - 12:29 PM

View PostThomas Dziegielewski, on 24 September 2013 - 10:07 AM, said:



YES.

If you have any way of making this happen, please please do it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users