

Do We Have Enough Maps For Cw?
#1
Posted 10 March 2014 - 06:34 PM
mwll had id say 30 odd maps, day/ night cycles, varied gravity, heat, VARIETY period, visually , tactically , terrain. It was nice.
They had a short lived planetary league which was cool on paper because there was great variety in the maps.
What we have, is the same maps , over and over and over and over and over.
mw4 had many many maps
mwll had many many maps.
we have... a few..
So.. what do you think is going to happen here?
#2
Posted 10 March 2014 - 06:40 PM
Assuming they stick to a map every 2-3 months, we'll have probably 6-8 more maps.
#3
Posted 10 March 2014 - 07:49 PM
#4
Posted 10 March 2014 - 08:21 PM
#5
Posted 10 March 2014 - 08:59 PM
Seen any new one's lately there's a reason.
#6
Posted 11 March 2014 - 12:07 AM
Novakaine, on 10 March 2014 - 08:59 PM, said:
Seen any new one's lately there's a reason.
Jungle is suppose to be somewhat ready, just technical problems they have said........(all those trees probably bogging some of the test units) and or "not good enough" graphical quality in terms of trees appearing from thin air......
ie long distance views with no trees etc etc because thats what they have to do for the lowest setting which means everyone would just run low enviroment setting to see better etc etc......
I guess we don't know the layout of the map so who knows, maybe its all valleys you cant climb etc so they can avoid some of those problems by occluding via terrain......
All I know is russ or bryan said it was basically done but is on hold atm for technical problems........
Edited by Fooooo, 11 March 2014 - 12:08 AM.
#7
Posted 11 March 2014 - 12:07 AM
Russ has tweeted that the Forest map is done, just working out some technical issues with it. The next two maps mentioned are a Swamp map and they are looking at a Mech Factory map.
Not sure what happened to the multi tiered pyramid map they were working on? Although I still think that the maps in general are too small, once CW and the Attack/Defend modes arrive, most will be undersized for Company sized tactics. With the additions of Units being able to place defensive elements, obstacles, walls, and turrets, everything will seems small. When the DropShip element is inserted and we can rejoin the Battle in a fresh #2, #3, #4 Mech the maps had better be large enough that camping the DropShip can not happen.
What we are currently seeing on most maps, movement wise, may change when collision arrives. As we can now just bounce off buildings, walk through tree's and some ground clutter, having a Forest and Jungle map will need terrain collision and weapons fire impact or they just won't be believable. (a least in this big stompy robot game)
Finally, if there was a map editor! It has been stated many times before, with many different plus's and negatives as to the viability of having one for use. And PGI has been rather silent when it comes to even proposing the idea, now Bryan states that he has seen very few really good user created game maps. But without tools they (PGI) will never know what talent set's in it's player base.
[some of the best and really great looking maps (using this CryEngine) were created for MW:LL, sadly we don't seem to be able to use them at this point. Technically, it was only a mod of a game, so there shouldn't be any legal standings for the maps code. (the were designed for Dx9 and Dx10 only)]
Here's hoping for some info on when we can expect the next map,
Note: I really don't like the graphics for the in game tree's, bush's or fauna in general. Nothing links groups of them together, environment has no effect on them, wind is not enabled to effect there movement. And the fact that they appear to be indestructible. So many Planets and everything looks like it could have grown in your back field, we need some actual alien fauna. (thinking of stuff like in "Avatar", really "out there")
9erRed
Edited by 9erRed, 11 March 2014 - 12:19 AM.
#8
Posted 11 March 2014 - 02:33 AM
probably i just gonna immerse myself in dark souls2 and buy 1 or 2 hero mech for support and wait for another year so there is collision destructible environment working flamer huge maps
On the devs response that the community made maps would be low quality is just ridiculous.
Making a map like Alpine Canyon or Forest colony.... its not a huge effort.
PLS visit on NEXUS mods and look around........................................
http://www.nexusmods...rim/mods/9782/?
This is a map made 100% from the ground vegetation, terrain, textures some of the animals and animations everything it was made by one person at the beginning than it grown and it look like DLC from the devs...
That few ppl could make (dont take it wrong) but Better Quality map than PGI is ever made so far.
If modding would get supported even with a supervising of some PGI staff or in a competition way so its more organized, and the content is secure.
MWO in 1or 2 year would transform to something a lot greater what any of us would ever could imagine.
and PGI would be still able to make money probably a lot more than now
don't underestimate the modding community they always looking for new games to improve. These modern days fan made content, often surpasses many times the original games quality, in every territory of the game.
Edited by Flying Judgement, 11 March 2014 - 02:35 AM.
#11
Posted 11 March 2014 - 11:35 AM
mekabuser, on 10 March 2014 - 06:34 PM, said:
mwll had id say 30 odd maps, day/ night cycles, varied gravity, heat, VARIETY period, visually , tactically , terrain. It was nice.
They had a short lived planetary league which was cool on paper because there was great variety in the maps.
What we have, is the same maps , over and over and over and over and over.
mw4 had many many maps
mwll had many many maps.
we have... a few..
So.. what do you think is going to happen here?
Looks to me like they're a little slow getting new maps out due to preoccupation with other design developments. However, with 13 maps currently, and more on the way, I think we'll have plenty of variety IF CW is implemented wisely.
Sug, on 10 March 2014 - 07:49 PM, said:
No. The sun going down does not a new map make.
Nobody plays River City differently than they do River City Night. The exact same battles happen the exact same way every time on both of them.
Novakaine, on 10 March 2014 - 08:59 PM, said:
Seen any new one's lately there's a reason.
The new Jungle map is about to be released and more are planned. I for one would rather they focus on the other, just as important, design elements and improvements they have been. Maps are great, but without better UI and CW, this game is dead.
9erRed, on 11 March 2014 - 12:07 AM, said:
Ain't this the truth! Let's see some massive mech-eating trees, let's see bottomless pits the unwary pilot can plunge into, let's see mud holes and bogs that can slow a mech to a crawl...
#12
Posted 11 March 2014 - 11:42 AM
If they keep releasing maps at this pace, their number wont reach acceptable numbers before 2020.
I hope they would
a) Allow community to create maps
b) Somehow kiss enough CR butt to get their hands on the procedural generation of Star Citizen, which is the 41M goal to make lots of environments for the planets. I love the idea that kickstarters are sharing technology. Recently CR endorsed Kingdom Come, which had nice tech for making FPS-swordfights cool.
Of course, a and b are not mutually exclusive. I hope at least one would happen.
Edited by Rasc4l, 11 March 2014 - 11:43 AM.
#13
Posted 11 March 2014 - 12:26 PM
#14
Posted 11 March 2014 - 02:27 PM
It wouldn't look drastically different (you'd be fighting in the same region), but the layout would vary enough. Combine that with different missions/modes and varying sizes of players per missions, there could easily be more than enough variation to satisfy.
#15
Posted 11 March 2014 - 02:58 PM
xMEPHISTOx, on 11 March 2014 - 12:26 PM, said:
Yur jokin right?
#16
Posted 11 March 2014 - 03:19 PM
Especially when stats say that 84% of the playerbase plays PUG/solo.. which is something I can't really understand, it left me astonished, I guess I've understood why they keep "balancing" the game not on competitive players and how this game can keep going with only a mech each month rather than true content, real balancing, fixing SRMs/LRMs, fixing mech sizes/scaling, restricting hardpoints, reworking movement archetypes, making UI 2.0 functional.. and this is a short list.
#17
Posted 11 March 2014 - 03:32 PM
#18
Posted 11 March 2014 - 04:58 PM
I doubt there will ever be DLC for $ as this is a multiplayer only game. Although, there might be the "Private match's" where that type of content might be seen. (I wouldn't count on it though)
- I could see there being achievements that unlock additional maps.
- I could see being a particular Faction allowing access/battles on selected/locked maps.
- I could see the Merc's accepting contracts that allow access to otherwise locked maps.
- I could see having a map or two locked till the front line is moved.
But you are correct, there needs to be some type of editor opened after the core content is designed, and in the game.
- Something like "here's everything from our library you can use, design well, good luck"
Additional note: Reference to PGI feeling "one up'd" on player created maps.
- Never going to happen, if the new player created map is great, guess what, more players playing and possibly more $ to PGI on micro purchases. Everyone wins.
- Will the development tools needed to actually create maps pay for itself? Probably not, but if it gets more players interested in this game, it's a winner. (both sides end up happy)
Can PGI create map design development tools without opening up any of there "protected code"? Absolutely, as the dev. tools are not a requirement for strictly map creation. CE3 SDK (free), plus their specific design tools should be sufficient.
[although, I so wish the texture, and object elements from crisis could be included in the catalogue.]
9erRed
Edited by 9erRed, 11 March 2014 - 10:29 PM.
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