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Devs, Get Serious.

Maps

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#201 anonymous161

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Posted 12 May 2014 - 09:20 AM

View PostOsric Lancaster, on 25 April 2014 - 11:08 PM, said:


See? Niko knows what's up. Thanks, Nick.


Niko is also the guy that has pissed off a lot of people due to someone asking why we dont have more content, Niko sais we are releasing content mechs are content....what else do you want???.......Ummmm since this game has started we have been very specific and detailed at what we all have been desiring and waiting for and what they have promised a few years back and still dont have, and which we still are funding which we have no real idea where our money is going...it sure as **** aint for hiring more people to get the job done.

Yes people should be nice but you know what? A lot of us have spent hundreds of dollars myself included and we still dont have any proof that they are actually working on what they promised to deliver so seriously after this long it's understandable when people are actually getting pissed off openly. If poeple spent the kind of money we have here on a retail game lets say halo or call of duty boy you better believe they would fix a bug or glitch within that day or hours after someone reported it. We still have people everyday complaining about glitches and bugs the terrible invisible walls that eat up your ammo and shots they still are not fixed and probably never will be. Do you really just want to shrug that off?

So telling them to shut up and then telling pgi to never make anything ever again because of his way of one person expressing his disappointment and anger is really stupid.

If pgi isn't going to deliver on it's promises that we helped pay for and funded then **** they shouldn't be in the business to begin with. I guarantee you people in this game if given the ip would do a lot better job hell they would do it for free any other modders have and they did it because they actually love the game it's part of what makes them happy. I've seen countless mods from other games that are actually FAR superior to the original product. I imagine if they released the tools for modders to mess with I'm pretty sure we would have a much better game, hell I bet they would let pgi use it and liscence it for themselves they would do it because they are a fan of the franchise not because they are willing to lick pgi's ass for a pat on the back and then tell you to buy a gold mech for 500 dollars.

#202 Davers

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Posted 12 May 2014 - 09:28 AM

View PostMavairo, on 12 May 2014 - 09:19 AM, said:


Like PGIs maps are the pinnacle of balanced play ;)

Case in point, Caustic Valley and it's general existence, and about half of the new map spawn points that make it easy for one side to bring 2 lances to bear on the opposing team while not having the same disadvantage on the other.

To say nothing of all the pebbles, and invisible walls to get stuck on in this game. Which are some of the worst I've seen since the 90s.

Not saying this game doesn't have it's map problems!

#203 Lumanil

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Posted 12 May 2014 - 11:15 AM

The biggest problem is, that i don't know, how they will implement Clan Wars with only 5 maps. The clans are invading the inner sphere and not only the forest colony.
It wouldn't feel right, if you fight the same 5 maps again and again. It's needed to do at least 5 different maps around forest colony ( and around all other maps ) to get the feeling you are conquering a planet.

I really hope they have something like this up their sleeves or let the community make some maps ( and implement a voting system for these ).

#204 Mystere

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Posted 15 May 2014 - 10:18 AM

View Postarkani, on 29 April 2014 - 10:46 AM, said:

2 months for the "BORG" map, made out "gribbles" seriously??!!
You cant be serious, a "script kid" with a couple of free tools can make that map in less than a week. If it takes 2 months to make that map then MWO is in worse shape than i thought.


View Postarkani, on 29 April 2014 - 11:16 AM, said:

Already am, but not for PGIIGP, sorry.
If it took me 2-4 months to make the BORG map i would be out of a job.


PGI, please hire this person immediately, and even double his compensation package. Do this all with much publicity.

But when he fails to produce a viable map in 1 week, please also very publicly fire him.

Edited by Mystere, 15 May 2014 - 10:30 AM.


#205 Joseph Mallan

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Posted 15 May 2014 - 10:29 AM

View PostMystere, on 15 May 2014 - 10:18 AM, said:




PGI, please hire this person immediately, and even double his compensation package. Do this all with much publicity.

But when he fails to produce a Viable map in 1 week, please also very publicly fire him.
FTFY. Need to have that disclaimer I think.

#206 Mystere

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Posted 15 May 2014 - 10:30 AM

View PostJoseph Mallan, on 15 May 2014 - 10:29 AM, said:

FTFY. Need to have that disclaimer I think.


Done. :)

#207 Graugger

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Posted 15 May 2014 - 10:40 AM

Give me mapping tools and there'll be a pack of about 4 in the next patch :)
Jungle
MW4 Vegnace style urban area (actual sky scrapers)
SLDF underground castle ruins
Nuclear wasteland from 2nd war of succession
Farmland region scorched by retreating IS forces
City ruins from 1st war of succession that was bombarded from orbit
City wasteland from 1st war of succession that was nuked from orbit
Destroyed RWR base from Amaris Coup
Moon Pirate Base
Volcanic Planet Missile Base (Based off MW4 Black Knight concept)
Jungle based abandoned SLDF mech factory
Battleship crash site - tundra
Grand Canyon type map - Hills on each side of a deep (DEEP) canyon with three bridges crossing narrow paths on boths sides going to the bottom.
Cavern network in desert region
Sub-urban canal map

Additional:
Naval Yard (Base turrets on naval ships) (Conquest points are naval ships)
Starport (Base turrets on drop ships) (Conquest points are dropships)
Salvage Yard (Lots of ruined mechs / tanks)

Edited by Graugger, 15 May 2014 - 10:55 AM.


#208 Johnny Z

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Posted 15 May 2014 - 11:04 AM

View PostLumanil, on 12 May 2014 - 11:15 AM, said:

The biggest problem is, that i don't know, how they will implement Clan Wars with only 5 maps. The clans are invading the inner sphere and not only the forest colony.
It wouldn't feel right, if you fight the same 5 maps again and again. It's needed to do at least 5 different maps around forest colony ( and around all other maps ) to get the feeling you are conquering a planet.

I really hope they have something like this up their sleeves or let the community make some maps ( and implement a voting system for these ).



I got a laugh out of this. (I think its funny the clans would invade only forest colony. Not much of a big invasion.) :)

Anyway I think they have a ton of maps done and back logged myself. Seriously. They wouldnt add in new maps and change the equation for drops etc. until the launch module is stable and they have it where they want it and comfortable with it. Makes sense they wouldnt add any until then.

Secondly, they already have the trees being knocked down in some of their versions, so how this fits into the new maps is beyond me but i think they wouldnt want to add new maps, then have to update them with the new trees soon after.

10 to 1 they have a few maps completed and waiting for these and maybe other systems to be in and stable. We might get flooded with new maps some time. Likely 2 then 1 a month for some time just to have some stored up. This is all a wild guess but there it is.

Edited by Johnny Z, 15 May 2014 - 11:06 AM.


#209 Taffer

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Posted 15 May 2014 - 11:22 AM

You're making me cry, bro :'(

View Postmwhighlander, on 25 April 2014 - 06:12 PM, said:

MW:LL Maps are far, FAR superior to the MW:O Maps.

MW:LL maps made ENTIRELY by the mecha community
MW:LL maps have destructible environments, dynamic time/weather/effects settings, etc.
MW:LL maps are larger, more interesting and filled to brim with lush detail
MW:LL maps are also made on the same exact engine...
Cryengine has built in map making tools, and people have even extracted MW:O assets into other games like here


Balls in your slow, incompetent court, PGI...


#210 XxXAbsolutZeroXxX

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Posted 15 May 2014 - 03:09 PM

.

Ha. I'll weigh in.

#1 The maps in this game aren't the generic maps in other games. They don't recycle the same low quality, generic elements, in a tileset format like map makers of past eras. There is a huge amount of unique content. Example - the collection of scrap metal in canyon network. It wasn't created by clicking a button on a map making tool that generates generic scrap metal displaying in an obvious repeat pattern. Its a collection of unique elements that were custom modeled in 3DS Max, piece-by-piece, on an individual basis. The same with pieces of equipment and metal sticking out of the ground in tourmaline desert, et all. Maps in this game contain a lot of custom work (which usually translates to high cost and slow development) & are of a far higher quality than Mechwarrior 4, or Living Legends (in my opinion).

#2 There is no pre-existing media library. All content, textures, and elements of new maps like HPG Manifold are created by someone from scratch. You can't compare it to map making using a map tool that comes with a pre-made library laundry list of things a person can use to point and click to build a map. Its moreso, they need to build a content library of things before they can use it.

...

$250,000 for a map sounds like a lot. Think of it this way. It isn't the fastest thing in the world to model a good quality mech in 3ds max. Just as PGI has to 3d model every mech they use. So does every mountain, river, valley, building on a map also need to be 3d modeled by an artist before it can be used on a map.

I think that may be what some of you are missing. Blah. I'm not doing a decent job of explaining this.

Edited by I Zeratul I, 15 May 2014 - 03:15 PM.


#211 Morang

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Posted 17 May 2014 - 01:20 PM

View PostI Zeratul I, on 15 May 2014 - 03:09 PM, said:

#1 The maps in this game aren't the generic maps in other games. They don't recycle the same low quality, generic elements, in a tileset format like map makers of past eras. There is a huge amount of unique content. Example - the collection of scrap metal in canyon network. It wasn't created by clicking a button on a map making tool that generates generic scrap metal displaying in an obvious repeat pattern. Its a collection of unique elements that were custom modeled in 3DS Max, piece-by-piece, on an individual basis. The same with pieces of equipment and metal sticking out of the ground in tourmaline desert, et all. Maps in this game contain a lot of custom work (which usually translates to high cost and slow development) & are of a far higher quality than Mechwarrior 4, or Living Legends (in my opinion).

It's not something unique. What "other games" are you talking about, some decade-old stuff? Past eras? But we're not in past eras, we're here and now, and it's a fail to release a couple of maps per year in 21st centruy when there're still so few of them. Besides, PGI recycles assets. Same container ship on River City and Forest Colony and Crimson Strait, similar buildings and cars in River City and Crimson Strait, same crawler chassis with multiple functions (base, mining truck, dump truck, mech trailer, moon base module...).

Also their custom-modeled things are not good. Look at those buildings and cars (that's something that we see every day and can compare to real life well). PGI's cities don't look good and "alive" at all - doors, windows and walkways are often out of scale, wrong/illogically placed, there are no street signs and billboards... Instead of "futuristic" those cities look like blocks hastily thrown together - because even in 31st century people are still people, using the same legs and ground cars for travel and doing the same business, and those cities don't look like suitable for those activities.

Quote

#2 There is no pre-existing media library. All content, textures, and elements of new maps like HPG Manifold are created by someone from scratch. You can't compare it to map making using a map tool that comes with a pre-made library laundry list of things a person can use to point and click to build a map. Its moreso, they need to build a content library of things before they can use it.

Are you sure that they don't use any premade CryEngine assets? Even if so, how is it different from challenges faced by other game creators? We're not talking about fan-made maps using map editors created for them now. We're talking about gaming industry.

Quote

It isn't the fastest thing in the world to model a good quality mech in 3ds max. Just as PGI has to 3d model every mech they use. So does every mountain, river, valley, building on a map also need to be 3d modeled by an artist before it can be used on a map.

In that instance mechs and mountains = apples and oranges, I suspect.

Another game I play now has 40 maps at present, they still keep releasing. Maps with destructible objects and buildings and trees. With distinct taste of different real mid-20th century countries. You can tell Scandinavia from USA and Japan from Russia. Maps with villages and towns that look real, while still being adapted for intended gameplay. This game is older than MWO and was (and still is being) created in country not widely recognised as "1st world" and a great center of gaming industry. It's a shame for MWO to fail so hard in creating new maps.

Edited by Morang, 17 May 2014 - 01:46 PM.


#212 Khobai

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Posted 17 May 2014 - 01:55 PM

A marketplace for custom maps would be cool. So anyone can make a map, and if PGI approves it, its sold on the marketplace for MC. And when people buy your map you would get paid MC, with PGI taking a cut of course. Popular maps on the marketplace could then be matriculated into the free map rotation after a certain period of time (once their sales have declined).

#213 -Natural Selection-

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Posted 17 May 2014 - 02:13 PM

View PostGraugger, on 15 May 2014 - 10:40 AM, said:

Give me mapping tools and there'll be a pack of about 4 in the next patch B)



You can download it for free. Fairly easy compared to other tools I have used, but fun to play around with.

http://www.crytek.co...ngine3/overview

#214 Livebait

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Posted 17 May 2014 - 03:50 PM

250,000$ to change the lighting(time of day)/spawn points of an existing map. Maybe increase the size by X2 or add rain drops? 250,000$ to add an object that can be blown up to collect some Cbills. Maybe name it A and call it an objective point. You can't be serious. B)

#215 IraqiWalker

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Posted 17 May 2014 - 05:37 PM

View PostLivebait, on 17 May 2014 - 03:50 PM, said:

250,000$ to change the lighting(time of day)/spawn points of an existing map. Maybe increase the size by X2 or add rain drops? 250,000$ to add an object that can be blown up to collect some Cbills. Maybe name it A and call it an objective point. You can't be serious. B)

That was a quote from forever ago (possibly exaggerated) about creating maps from scratch, not changing simple assets like lighting or rain or snow storms.

#216 GalaxyBluestar

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Posted 18 May 2014 - 02:55 AM

View Postmwhighlander, on 25 April 2014 - 06:12 PM, said:

MW:LL Maps are far, FAR superior to the MW:O Maps.

MW:LL maps made ENTIRELY by the mecha community
MW:LL maps have destructible environments, dynamic time/weather/effects settings, etc.
MW:LL maps are larger, more interesting and filled to brim with lush detail
MW:LL maps are also made on the same exact engine...
Cryengine has built in map making tools, and people have even extracted MW:O assets into other games like here


Balls in your slow, incompetent court, PGI...


Posted Image

#217 RedDragon

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Posted 18 May 2014 - 03:12 AM

I don't see any reason why we shouldn't have custom maps for private matches. If PGI doesn't want to build the MWO we want, they should let us do it ourselves. In fact with league play and stock matches private matches are already far superior to anything PGI has come up with in the last 2 years. And letting us use custom maps in private matches won't have any influence on the main game (except of course that people see how quickly and professionally we can make better maps than PGI).

#218 Willard Phule

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Posted 18 May 2014 - 05:11 AM

View PostRedDragon, on 18 May 2014 - 03:12 AM, said:

I don't see any reason why we shouldn't have custom maps for private matches. If PGI doesn't want to build the MWO we want, they should let us do it ourselves. In fact with league play and stock matches private matches are already far superior to anything PGI has come up with in the last 2 years. And letting us use custom maps in private matches won't have any influence on the main game (except of course that people see how quickly and professionally we can make better maps than PGI).


Hell, I'll do you one better.

PGI should release their source code to the public and allow them to begin making "mods" of the parent game.

Imagine a modded game called "Tukayyid" that has Clan on one side, IS on the other...12 v 10 matches...all the bugs from MW:O worked out and fixed by the community....and then letting PGI steal all the fixes for their core game. It's happed before. Lots of times.

#219 80sGlamRockSensation David Bowie

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Posted 18 May 2014 - 11:51 AM

View PostWillard Phule, on 18 May 2014 - 05:11 AM, said:


Hell, I'll do you one better.

PGI should release their source code to the public and allow them to begin making "mods" of the parent game.

Imagine a modded game called "Tukayyid" that has Clan on one side, IS on the other...12 v 10 matches...all the bugs from MW:O worked out and fixed by the community....and then letting PGI steal all the fixes for their core game. It's happed before. Lots of times.



Counter Strike, Team Fortress, every MOBA, and other hugely successful games all started out as fan made mods...


...PGI is just stubborn, incompetent, or both.

#220 Xoxim SC

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Posted 18 May 2014 - 11:59 AM

View Postmwhighlander, on 18 May 2014 - 11:51 AM, said:



Counter Strike, Team Fortress, every MOBA, and other hugely successful games all started out as fan made mods...


...PGI is just stubborn, incompetent, or both.

Definitely both my friend, definitely both.

I will say in regards to Team Fortress (since I've been playing it since the ORIGINAL Team Fortress), the community based maps are ALWAYS better than the official maps. Period.

I actually wouldn't mind seeing a couple of the maps (such as Terra Therma) either remodeled, or dumped entirely.





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