Giving this a little bump.


Pgi - Do A Community Map Pack
Started by Mirkk Defwode, Mar 25 2014 11:48 AM
49 replies to this topic
#41
Posted 24 April 2014 - 10:53 PM
#42
Posted 25 April 2014 - 11:05 AM
If they are tested to make sure they aren't stupid... sure.
#43
Posted 02 July 2014 - 03:22 PM
Bump! Lets get some traction on this.
#44
Posted 13 August 2014 - 08:38 AM
This is a good proposal.
#45
Posted 13 August 2014 - 02:24 PM
Greetings all,
Reference what the Dev.'s or specifically 'Russ' stated on the VLogs about community created maps.
He did not say no, but, "not at this time".
- And addressed PGI getting more directed impute from the community about the specific aspects we would like to see them direct there attention and resources at. (in the short term)
- There was a poll issued, and a comment section.
Maps, in general, are a much longer term project.
- They require resources to be produced from PGI to support any function.
- They require personnel and time from PGI for any meaningful element we may be able to create.
- They require some form of 'separated' environment to build and test the function of the maps.
(with working movement dynamics of elements, being able to have object function as they were designed.)
- And PGI does not have a very large resource group of people to draw from currently, to start or even assist in this development.
Some of the comments from the developers and creators of the Maps from MW:LL show just how difficult and time consuming this task is. With some of those maps taking nearly a year or more 'to get right', and the creators still make comments, in hindsight, that they would change some of the current map content.
(never happy with a finished map, little tweak here and there. But that's the artist in them.)
- Creating a map is NOT a week or month project, with some of the smaller detail areas taking months to 'get right'.
(from what I've heard it's a frustrating and time consuming task, with the details and fine tuning taking the majority of the creation time.)
- Releasing or at least opening up the library of materials and objects that PGI has created may be another issue. Once it's 'out there' you can never get it back. (legal issue's)
- And can 'created' elements be introduced? What's the legal standing? Copy write issues. Content created rites signed over to PGI? I see Lawyers getting heavily involved here. (It could be simplified by only allowing PGI created content into an editor, but there's problems whenever the 'Library' is updated with new content.)
Others have stated that the Cryengine comes with it's own editor, but who owns the content and material that the 'editor' has in it's library of objects? If your paying to use the Licence, will you now have to pay for every object you use from that editor in your BattleTech game? What exactly does PGI's licence state they can do with or use from the Engine.
Just some ramblings and thoughts,
9erRed
Reference what the Dev.'s or specifically 'Russ' stated on the VLogs about community created maps.
He did not say no, but, "not at this time".
- And addressed PGI getting more directed impute from the community about the specific aspects we would like to see them direct there attention and resources at. (in the short term)
- There was a poll issued, and a comment section.
Maps, in general, are a much longer term project.
- They require resources to be produced from PGI to support any function.
- They require personnel and time from PGI for any meaningful element we may be able to create.
- They require some form of 'separated' environment to build and test the function of the maps.
(with working movement dynamics of elements, being able to have object function as they were designed.)
- And PGI does not have a very large resource group of people to draw from currently, to start or even assist in this development.
Some of the comments from the developers and creators of the Maps from MW:LL show just how difficult and time consuming this task is. With some of those maps taking nearly a year or more 'to get right', and the creators still make comments, in hindsight, that they would change some of the current map content.
(never happy with a finished map, little tweak here and there. But that's the artist in them.)
- Creating a map is NOT a week or month project, with some of the smaller detail areas taking months to 'get right'.
(from what I've heard it's a frustrating and time consuming task, with the details and fine tuning taking the majority of the creation time.)
- Releasing or at least opening up the library of materials and objects that PGI has created may be another issue. Once it's 'out there' you can never get it back. (legal issue's)
- And can 'created' elements be introduced? What's the legal standing? Copy write issues. Content created rites signed over to PGI? I see Lawyers getting heavily involved here. (It could be simplified by only allowing PGI created content into an editor, but there's problems whenever the 'Library' is updated with new content.)
Others have stated that the Cryengine comes with it's own editor, but who owns the content and material that the 'editor' has in it's library of objects? If your paying to use the Licence, will you now have to pay for every object you use from that editor in your BattleTech game? What exactly does PGI's licence state they can do with or use from the Engine.
Just some ramblings and thoughts,
9erRed
#46
Posted 13 August 2014 - 05:05 PM
9erRed, on 13 August 2014 - 02:24 PM, said:
Greetings all,
Reference what the Dev.'s or specifically 'Russ' stated on the VLogs about community created maps.
[..]
Reference what the Dev.'s or specifically 'Russ' stated on the VLogs about community created maps.
[..]
I did mention in the original post that releasing the current assets they have for map creation would be part of the subject. I do know the difficulty in map creation. I've done that quite a bit. But allowing the community to assist in the long term is what everyone would be looking for here, as well as a test executable for the maps to be added through the launcher allowing players to select a map through their directory and use it. Even if it has to be done through command line for mech scale testing and pilot testing.
I'm not saying this is a "Build a Map in a month" sort of contest. The map contests for Red Orchestra have always been an annual thing for the community map packs they've done, or at least 6 months out as a notification.
The end goal here would be to just get a series of maps added and as they lack the resources internally to produce maps at the speed the community desires new content, then give the community the option to assist. Once submitted a producer or associate producer can filter out the best of the bunch then push forward giving those to the level design team to polish and spit out as they complete them through the regular weekly patches.
There is a bit of testing overhead after the maps are polished up, but that again shouldn't be outside the perview of them testing other things like balance. Just have them work the new balance numbers while on the new map.
I don't know the full pipeline for PGI to do that, but I have seen that process in action before. Even so the level design team as a whole doesn't need to participate in the polish process. Spin off a single individual and have that be their function for a bit to get these out the door.
And typically as part of these contests or submissions you sign a legal waiver where PGI, or more likely IGP or MS would own the rights to the material after it's created and submitted. The legal issues are generally gone there - so all those problems disappear. That needs to be handled ahead of time and have it be something you agree to upon submission.
Then overall content library and editor could be added to the existing MWO directory by the patcher and have it exist as just another part of the install process. You're already using the library when loading the game it's just a packaged version of it.
#47
Posted 14 August 2014 - 04:09 AM
And if, by any random chance or maybe some super-secret & mega-evil plan, PGI decides to drop new gamemodes on the community I know that many modders will be on it as quick as bloodhounds can scent ^^
#49
Posted 01 May 2015 - 09:34 AM
Bump +1
Let US help YOU PGI!
Let US help YOU PGI!
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