Dude, i agree say, all valid points but, honestly, tell me that the map has the "sense" of profesionalism you talk about ?!
Shlkt, on 29 April 2014 - 11:18 AM, said:
First of all, a "script kid" making maps is typically using free assets. He uses somebody else's textures, somebody else's shaders, somebody else's static models, etc... PGI must create all of those assets from scratch. We've got crashed dropships, rusting 'Mech wreckages, buildings and cars in various state of disrepair, bridges, and who knows what other techno-greebles on HPG.
The art assets alone represent weeks of work.
True, art assets alone represent weeks of work,m but were are they on that map?
The "boxed houses" you find oustide the walls of the map you can find the same assets on "Forest". Why are they there ?
Leftovers from construction works? Slums?
The walls themselves are nothing more than a huge polygon with "gribbles" on its faces. why are they so thick? are they livable quarters inside? because if they are., thats a lot of people living there on a moon? Why are they there ? does the map give evidence of this ?
Why is there a huge enough entrance for mechs to get below the main dish? why?
Why is there huge ass pilar in that area each color coded? Are we suppose to blow them because i tried and it did nothing.
Why are they so many raised landing platforms? what the hell lands there ? do they work open and close? no they dont they just are there.
Shlkt, on 29 April 2014 - 11:18 AM, said:
Secondly, if the "script kid" is releasing his map after just a week then he clearly hasn't performed thorough testing. We have 'Mechs of all shapes, sizes, and speeds - some with jumpjets, some without. Can all these 'Mechs navigate the map properly? Can an Atlas fit through the tunnels correctly? Are there places a Spider might get stuck while using his jump jets? And those are just navigational bugs, to say nothing of testing the flow of the map. It can take several playthroughs, using a variety of team compositions, just to get a feel for a map layout. Only then can you start to speculate on how the design might be exploited or unfair to one particular team.
As for navigation on the map, why are there so many ramps whats the reason? is there a reason?
No, they jsut need ramps so mechs can go to the other levels and say they made a map of "levels of play". Those ramps have no other reason to exist.
Shlkt, on 29 April 2014 - 11:18 AM, said:
Depending on preliminary testing results, you might have to scrap the entire map layout. A "script kid" typically does not perform revisions (and it shows). For him, rough draft = final copy.
Thirdly, the "script kid" often doesn't concern himself with user performance issues: are there area of the map that are too graphically detailed for the players running w/ minimum system requirements? Is there a polygon/complexity budget of some kind? These questions potentially represent another tedious round of testing; you have to check visibility and graphical complexity from a huge variety of vantage points.
Finally, the "script kid" often demonstrates inattention to minutiae. Misaligned textures, obstructions which unexpectedly disrupt movement, poor visual transitions between disparate terrain, etc... Ambient sounds! Ambient visual effects, like the distant anti-air guns on River City... These little details are what give the map atmosphere and a since of professionalism.
That map as very little compared to others yet, do you see an increase of performance, no you dont.
Does the fact that it is a moon base affect your heat dissipation? NO
Does it affect your jump distance? NO
The only thing made diferent is the sound. Kudos for the sound engineer.
Why are there these weird pylons scatered thru the map that stop your mech? whats there purpose ? let me guess they disrupt movement by stopping your mech.
Anti-air guns on River City, yea again Kudos for the sound engineer.
Seriuously take a look at the map, a real good look, and tell me it feels like a moon base built by humans for humans?
Because for me it feels like a map that a script kid would make using "gribbles" textures from any texture site a few assets and said it looks "kinda cool".
Edited by arkani, 29 April 2014 - 12:02 PM.