

New Maps
#1
Posted 04 May 2014 - 02:03 PM
While I bet it takes significant resources/testing to make these maps I'm convinced the long-term viability (and profitability) of this game are directly tied to having fresh new environments to keep players coming back. Put simply-one or two a year aren't cutting it.
I cannot believe with the money you're pulling in (and good for you by the way!) you can't hire a team of people dedicated to turning out a new map every other month or so for at least a year then take stock of where you stand. This way you'll have the rest of your folks dedicated to rolling out new mechs/weapons (the money-makers) AND have the variety of battlefields to ensure the longevity of the game overall.
#2
Posted 05 May 2014 - 02:11 AM
#3
Posted 05 May 2014 - 09:49 AM
#4
Posted 05 May 2014 - 03:01 PM
I guess I don't get it, how can it still be fun with new clan mechs with new BFG2000 weapons if you're fighting and dying in the exact same spots over and over again??? Oh well, IPG is gonna do what they're gonna do.

#5
Posted 05 May 2014 - 03:49 PM
Recently both Creative Director , Bryan Ekman, and Community Manager , Nikolair Lubkiewicz , both made posts concerning new maps.
Bryan Ekman: http://mwomercs.com/...ost__p__3333181
"Lots of great responses. Here's our POV.
Maps are very important to everyone, especially PGI. We understand very well how much engagement is tied to a map, and we absolutely want to and will deliver more maps.
Many people have a general misconception that maps are easy to produce, they are not. A good map takes many revisions, often the first versions are tossed out entirely. They have to be balanced against the current and future metgame, and designed with purpose for multiple modes of play.
Maps are NOT cheap to develop, nor do they take a month or less. Each map takes between 2-4 months of development by a team of 3-7 individuals depending on the scope. This includes all the phases - Design, Prototype, Grey Block, Internal Testing, Art Pass, External Testing, Bug Fixing, and a Final QA pass.
We have two types of maps - ones that reuse assets (Crimson Straits), and ones that require new assets (HPG). The reuse maps are easier to develop. The new asset maps take much longer.
We currently have one reuse and one new asset map in the cooker. The new asset map is a Jungle style swamp map, with a lot of vertical play. The second is a base map designed to take advantage of future asymmetrical gameplay modes.
As for community made maps, this isn't like a standard PC game, where you buy a box, install the game, and can do what ever you like/want with some mod tools. The architecture of MWO is not like traditional PC games, where you can run your own servers, hosting your own content. All of the content in MWO has to go through our pipeline and be stored on the CDN and run by our dedicated servers in a secured closed environment.
It's an area we'd love to explore, but right now we have higher (community) priorities and we would like to deliver on those first."
and here http://mwomercs.com/...ost__p__3292902
"Right now the art team is working on finishing up the Clan `Mechs. We have two maps in the cooker on hold for now. We're waiting for resources to free up and then we can see about finishing them up and pushing "Swamp" live."
Nikolai Lubkiewicz: http://mwomercs.com/...ost__p__3325336
"Hey all,
Thanks for raising this concern, While map generation once all or most art assets are available can be a much quicker process, allowing other processes like testing to take place sooner as well: This is only the case once those art assets are indeed completed.
The Map team has been focused predominantly on getting as wide a range as possible of different kinds of environments put together. Once we've got those basic environmental types pinned down, it will be that much easier for the team to create more maps on the fly by reusing some of the terrains and doodads they'd previously created for that environment type. We've also attempted to balance the long-term need to have this range against player expectations for more frequent maps with the release of variations of existing maps, such as Forest Colony Snow or Frozen City Nights.
Please also keep in mind that some of the map design crew performs a different job than those who design the 'Mechs. Both have independent tasks involved with separate focus on level and environmental design and character design / 3d-rigging. We do appreciate that some players would like to see more maps sooner and others would like to see more Mechs sooner, but it isn't always a trade-off of one for the other."
i wish new maps where sooner, as they would be greatly appreciated, however, it doesn't look like that's in the cards.
Cheers.
#6
Posted 05 May 2014 - 06:09 PM
Raggedyman, on 05 May 2014 - 02:11 AM, said:
He's gotta a great point though...with the money they are making they should have a dedicated map making team whose only job is developing maps.
Edited by Geeks On Hugs, 05 May 2014 - 09:35 PM.
#7
Posted 05 May 2014 - 08:54 PM
Kalimaster, on 05 May 2014 - 09:49 AM, said:
Variants are another great idea. Make versions - day, night, dawn/dusk, clear, foggy, raining, thunderstorms, sand storms, etc.
I know the list is huge right now but a "would be nice" at somepoint would be dynamic scenery - animals, aircraft, people, etc. Also the most startling thing missing the very first time I drove a MWO Mech were the trees not breaking when I walked through them. They did this great almost 20 years ago, why is it so hard today? I also miss being able to step on people and have them scream like in MW3. Amiright? Amiright? Whosewithme?
Edited by Geeks On Hugs, 05 May 2014 - 09:35 PM.
#8
Posted 05 May 2014 - 08:57 PM
Krumm, on 05 May 2014 - 03:01 PM, said:

Player made content is a brilliant idea. I've long failed to understand why developers have left untapped the masses of talented creativity in their enthusiastic fan base. Especially with something like BattleTech with such well known and documented source materials...we would have so many "real world" locations that could be organized on a Star Map so you feel like you're "there".
#9
Posted 05 May 2014 - 09:21 PM
Helmer, on 05 May 2014 - 03:49 PM, said:
Maps are NOT cheap to develop, nor do they take a month or less. Each map takes between 2-4 months of development by a team of 3-7 individuals depending on the scope. This includes all the phases - Design, Prototype, Grey Block, Internal Testing, Art Pass, External Testing, Bug Fixing, and a Final QA pass."
Fair enough. However map making could and should be a decoupled effort from mainline feature coding. At this point you have the financial resources - spin off three or four map making teams and put out a map every month. I've been playing now for two to three months and in that time I have spent more money in MWO then I have spent on any game in history ever. Knowing that my fellow BattleTech fans are typically adults with means having disposable incomes and are just as rabidly fanatical about the IP, I suspect I'm not the only one.
As my posts demonstrate I've been very defensive of the dev team and always will be as I feel that your passion has been proved to me and also because I understand that development plans never turn out exactly as expected and are on time less often that that. The biggest ding in my pro-dev enthusiasm was when I heard that PGI is sized at about a thirty something man operation?
Don't get me wrong...I LOVE THE LITTLE GUY. But that sounds very much like there are not enough resources working to put out this stuff. And as I mentioned a moment ago I believe you have the resources. If anything this also shows just how passionate your devs are but I'm also left to wonder if the dev team themselves are not being victimized by a management team that started out as honest MechWarrior fans but who after having struggled and stressed to get such a difficult project negotiated, financed and off the ground realized that they liked the feeling of that cash in their bank accounts more than the idea of making a game for the ages. I would certainly understand that. It's very human. But if these suspicions are true then the ghosts of MechWarrior pasts need to lead management to open their hearts to the memories of the true meaning of MechWarrior. Ultimately they'll be all the richer for it - money and otherwise.
And for the love of everything good and descent somebody change that picture of Russ Bullock:
http://piranhagames.com/#COMPANY
Come on. That photo makes him kind of look like a douchey manager. True or not surely you don't want to look like it. I suggest retaking it with him in a hoodie with a chee-toe hanging out of his mouth while he's on his computer as if you just surprised him while he's playing MWO. The current picture looks like you just surprised him while snorting lines off a stripper's boobs. Not that there is anything wrong with that. Just sayin!
Amiright? Amiright? Whosewithme?
Edited by Geeks On Hugs, 05 May 2014 - 09:34 PM.
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