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New Map Due?

Maps

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#21 9erRed

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Posted 28 February 2014 - 02:59 PM

Greetings all,

The latest info from Bryan was the Jungle map is complete, they are working on a technical issue with that map. Once it is fixed that will be the next release.

Keep in mind that DX11 is due Mar4, and if the current maps have had the DX11 updates included, we may see some better visuals. Initially, as both Bryan and Russ have stated we will probably not see much in the eye candy department. But as maps are re-worked or at least looked at again, the enhanced graphics that DX11 brings might get into the game.

The map after Jungle was listed as some type of multi tiered map, think Mayan style pyramid.
[there has been inquiries posted to Bryan and Russ about what would be required for MWO members to create maps. What parameters, programs, assets, design directions would be needed. No response from them yet.]
- Only post from Bryan stated "that there were very few really good user created maps out there".
(not referencing this MWO game, just in general)

- Just for reference there are some great maps that were created for MW:LL, modifying some of them might lead to some rather nice terrain types for this game. There is an elevation issue with what we have in MWO at this time, as PGI "fudged" some of the terrain to allow for the Mech's we have now. There are a few past posts that actually show images of some of these maps.

see another post I created quite a while ago, lots of images from MW:LL maps:
http://mwomercs.com/...__fromsearch__1

I mean Really! look at what we have for a volcano type of map and then see the MW:LL Inferno flythrough map video. Really, which one would you now like to fight on?

-


9erRed

Edited by 9erRed, 02 May 2014 - 05:15 AM.


#22 Mekwarrior

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Posted 01 March 2014 - 06:39 AM

Sounds good, I'd much rather more new maps than new mechbay screens.

#23 Kjudoon

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Posted 02 March 2014 - 02:05 PM

I think it was in one of the latest NGNG interviews I heard they were putting the final massage on a Jungle Map that is "looking awesome". If they are, that'd be fantastic and a much needed boost to the game after UI 2.0 wasn't all it was cracked up to be. BUT... that too is going to be improved in the next few weeks if they hold to stated schedule with a Smurfy style layout so we can breathe a sigh of relief there too.

So, in the last few patches we got New Mechs, New turrets, new UI, fixed SRM/LRM hit reg and many other things we all needed. The programmers passed a major choke point and can now focus on other things we need. I think a little credit be given to them despite it's not the fanboy fantasy for some of us.

#24 rolly

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Posted 02 March 2014 - 04:25 PM

Can't they just release a whole bunch of buggy maps in a pack? Heck even rehash old MW maps.

I mean come on, everything else is buggy. I'm pretty use to the nightly virtual memory crashes and missing other vital content. I'll settle for map bugs too since I miss having those. :)

Edited by rolly, 02 March 2014 - 04:26 PM.


#25 9erRed

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Posted 02 March 2014 - 07:23 PM

Greetings all,

Reference using any maps from earlier games;

Our current game is coded using CryEngine, which at the time of the older game didn't even exist. So there is no way to successfully even trying to import the game maps. Now the maps from MW:LL may be an option, they were created using the same engine, although in the DX9 and 10 versions only. And there is a scaling issue with what we have now, as some of our current maps are "fudged" a bit with relation to terrain object sizes.

The designers or designer of some of the best maps for MW:LL were extremely skilled in the CryEngine coding, something that PGI is not at yet. And the relationship between the MWO Mech's and terrain objects needs some more work, as well as the way the Mech legs interact with the ground, or lack of interaction. (standing on a hillside, on only the toe on one leg!) The fact that the current MWO Mech's don't actually bend there knees, or one, while standing on hills. Yet can successfully bend them while walking, or in there "ragdoll" state.

But, we are discussing maps here. One due out very soon, Jungle. I am so hoping for some type of collision to start to be recoded back into the game, we had it, but lost it due to other problems. Last I heard from Bryan and Russ, was that it's all part of the same package, including "knock down". It just seems silly to be able to completely walk through large trees, shoot through them, and nothing happens. As if they weren't actually there, even turning the graphics down to the Min. settings they should still be dynamic obstacles to missiles, ballistics, and small Mech's. If the jungle map turns out to be just walls of dense forest that large Mech's can't pass through, they'll need to rethink that type of terrain again.

Here's hoping for some great jungle fights,
( I hope there's ambient jungle animal sounds in the background, a least till the shooting starts.)

9erRed

#26 TygerLily

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Posted 03 March 2014 - 11:07 AM

HPG Night!

#27 Dawnstealer

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Posted 03 March 2014 - 11:28 AM

That Inferno Map looks beautiful. Really, I just think this game needs a huge infusion of maps. The best way to achieve this is to toss open the doors and release a map editor. Granted, 95% of what you receive will be horrible, but the mod community has been making maps for a long, long time: 5% of it would be REALLY good.

#28 Ronan

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Posted 03 March 2014 - 11:50 AM

There's only so many times PGI can release the same map with a tweak -- RC, RC Night for example. But I think adding more/different weather effects would give some variety without (intending to) being as much dev work as a new map.

For instance, add Crimson Straits - Storm. Same map, but with a tropical storm/cyclone underway. Rain/water effects on the cockpit glass has mostly already been done, so hopefully easy. Throw clouds across the sky, and turn down the lighting. Add lightening flashes (also already been done). Add in a rain effect impacting view distances, steam off hot mechs, and enhanced cooling due to all the water flushing down the mechs (Frozen City has occasional snow storms impacting vision, mechs already steam, and rain-induced cooling can be simulated by just changing ambient temps, how ever that is done in-code like was done for Forest Colony(Snow)).

#29 Dawnstealer

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Posted 03 March 2014 - 12:09 PM

Yeah, I kind of want to see new terrain. With CW due out soon (in theory), we need a TON of new maps to help cover the diversity of thousands of worlds. Right now, eight or so maps, with tiny variations of winter/spring, night/day....that's not enough.

#30 Kjudoon

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Posted 03 March 2014 - 02:29 PM

View PostRonan, on 03 March 2014 - 11:50 AM, said:

There's only so many times PGI can release the same map with a tweak -- RC, RC Night for example. But I think adding more/different weather effects would give some variety without (intending to) being as much dev work as a new map.

For instance, add Crimson Straits - Storm. Same map, but with a tropical storm/cyclone underway. Rain/water effects on the cockpit glass has mostly already been done, so hopefully easy. Throw clouds across the sky, and turn down the lighting. Add lightening flashes (also already been done). Add in a rain effect impacting view distances, steam off hot mechs, and enhanced cooling due to all the water flushing down the mechs (Frozen City has occasional snow storms impacting vision, mechs already steam, and rain-induced cooling can be simulated by just changing ambient temps, how ever that is done in-code like was done for Forest Colony(Snow)).



Nice but I just had to give my laptop the heimlich hearing this. Just putting Night on the current day maps would be a good start, or even different versions of light like sunset/sunrise glare could be an interersting twist too. Meh.

Edited by Kjudoon, 03 March 2014 - 02:31 PM.


#31 Mekwarrior

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Posted 03 March 2014 - 09:52 PM

Yeah it would be good to see some more new maps.

Best way they could rehash the old ones would be to move some terrain locations around. Move mountains etc to make it more different.

#32 Xavier

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Posted 04 March 2014 - 10:27 AM

We need to have a Big City combat map, not like river city with wide open segments, but a pure city map centered around cross street fighting, and enabling large flanking maneuvers under cover of buildings.

#33 Cervesia

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Posted 04 March 2014 - 02:16 PM

This game really needs a lot more maps. Not just one map here and there, but like 10 or 20 new maps. It's getting very predictable out there. Crimson Strait and HPG are great maps, but the battle is more often in the same place. Similar to most maps.

And Night versions of the same map, does not count as a new map. Sorry.

There are enough Mechs to go around, and yes, I keep buying them when new ones are available, they are all fun. But the maps are the body of the game, and the mechs are the blood.

Time to grow the body of the game to fit all the bloody mechs.

#34 Ngamok

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Posted 07 March 2014 - 11:12 AM

View PostTygerLily, on 03 March 2014 - 11:07 AM, said:

HPG Night!


HPG Dark Side of the Moon?

#35 TygerLily

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Posted 07 March 2014 - 11:16 AM

View PostNgamok, on 07 March 2014 - 11:12 AM, said:


HPG Dark Side of the Moon?


Play it in reverse...see what happens..

#36 Deathlike

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Posted 07 March 2014 - 11:19 AM

Still waiting for that "last map" that's supposed to be Jungle themed.

I'm kinda sick seeing the MWO front page spamming "HPG Manifold" being the "new map" considering it's been out for like 3 months now.

#37 Ghogiel

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Posted 07 March 2014 - 11:25 AM

View PostTygerLily, on 07 March 2014 - 11:16 AM, said:


Play it in reverse...see what happens..

While playing the wizard of oz on the other monitor

#38 Rebas Kradd

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Posted 07 March 2014 - 11:50 AM

View PostDawnstealer, on 03 March 2014 - 11:28 AM, said:

That Inferno Map looks beautiful. Really, I just think this game needs a huge infusion of maps. The best way to achieve this is to toss open the doors and release a map editor. Granted, 95% of what you receive will be horrible, but the mod community has been making maps for a long, long time: 5% of it would be REALLY good.


Sad to say, we can't ask PGI to commit resources to weeding out 95% of submissions.

Also, the 5% would merely be moving on to the second phase of vetting. Then PGI would have to look at it in terms of balance, routes, choke points, mini-arenas, lines of sight for sniping, feasibility with objectives, and sufficient variety of terrain to accomodate all mechs and play styles. That probably cuts it down to 1%.

Then the third phase: PGI has to check the new map for its technical feasibility. Looking for bugged terrain geometry and "sticking points", vetting the art and textures used therein for all users, running it on the servers and watching the traffic load, etc.

Considering the relatively small size of this community, I'd be surprised if more than a handful of maps made the cut. Beyond the 50% that's just Caustic Night, River City Storm, Frozen City Without The Buildings I Don't Like, etc. we'd probably see wonderful creativity and formative ideas, but of the "If only we could get this to work technically" variety.

I think of Counter-Strike. You had a ton of novelty maps, niche maps and local favorites, but very few player-made maps ever really caught on across the CS community, and that was with a much less demanding game engine.

Edited by Rebas Kradd, 07 March 2014 - 11:52 AM.


#39 Kjudoon

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Posted 07 March 2014 - 03:05 PM

View PostTygerLily, on 07 March 2014 - 11:16 AM, said:


Play it in reverse...see what happens..

So, everybody starts on a cap point then must fight their way back through the enemy to their starting positions? What a bizarre idea.

View PostGhogiel, on 07 March 2014 - 11:25 AM, said:

While playing the wizard of oz on the other monitor


Yeah, done that... doesn't really work. :P

#40 Krinkov

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Posted 07 March 2014 - 05:58 PM

I think map assets would be a more likely thing to be developed by the community. We could add variety to the buildings and vehicles that are used in the maps.





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