New Map Suggestion
#21
Posted 28 May 2014 - 01:40 AM
#22
Posted 28 May 2014 - 03:22 AM
jBosc0e, on 15 May 2014 - 12:44 PM, said:
http://youtu.be/TJF5z_Kd2Eo
This
They had it in all releases (since 2 I think) but MWO seems like back to the (poor) roots according to game physics...
#23
Posted 01 June 2014 - 07:17 AM
#24
Posted 01 June 2014 - 07:23 AM
New map.
#25
Posted 01 June 2014 - 07:39 AM
#26
Posted 04 June 2014 - 12:37 PM
#27
Posted 09 June 2014 - 06:12 AM
#28
Posted 09 June 2014 - 07:21 AM
For example, take the planned Drop Ship Port/Space Map. You have the flat open area of the space dock with drop ships flying around overhead. Underneath it all are maintenance tunnels where cargos and passengers moved about with ease without having to worry about getting fried by a drop ships thrusters when it came down for a landing.
#29
Posted 09 June 2014 - 07:45 AM
YES A BRAWLER GAME MODE WOULD BE AMAZING!!!
Edited by WDBDBloodyTriggerZ, 09 June 2014 - 07:46 AM.
#30
Posted 09 June 2014 - 08:27 AM
I like the idea of some cavernous asteroid, you could run in or on the surface of, make it a map that's a sphere, no edges.
#31
Posted 10 June 2014 - 09:36 AM
Crimson Strait: Hurricane.
It's just a reuse of Crimson Strait, but now there's a powerful Cat 5 coming in off the coast. It could be hours or minutes away, but the effects are already there; Rain, wind, high water, maybe even powerful storm waves.
It'd be hard to do, but might be worth it. The rain effect hitting the viewscreens would make targetting....interesting. Especially Long range. It might even make long range undesirable, if they take other factors into effect. Like powerful wind.
Imagine firing your LRMs in the high wind, and seeing them lose cohesion or get moved from target by wind gusts? Or you fire your AC/5 at long range, and the shell path distorts because it took a particularly strong gust, and moved off target?
Make it even harder; high wind makes running light mechs more difficult, as the wind and waves can knock the feet out from under you.
And if you want to add Wrath of God to the mix, add natural lightning strikes every now and then. If you're a mech sitting in the middle of the chopwater with nothing else around you, guess who's getting an unfortunately painful reminder not to be in the open?
A map like that would be great for brawling. If you flood the city a bit, especially the tunnel, you can rearrange how people fight in it. All the environmental effects would make it so while you COULD fight at long range and snipe, it's not as viable as Clear Day Crimson Strait.
I kinda hope PGI really does look through these posts, and thinks this one is a good idea. I think of it every time I drop on Crimson Strait.
#32
Posted 10 June 2014 - 09:52 AM
I have no problems hitting targets under the platform in Crimson Straits, tunnel in frozen city or in HPG manifold.
I just need to be closer, but the shock factor from the other team is priceless getting 40 LRMs to the face at a low arch.
#33
Posted 12 June 2014 - 12:30 AM
...and even more:
I'd love to see Alpine Peaks Blizzard! There should be a heavy impact to your field of view and maybe a little impact on the sensor range.
....and of course a Big City Map with Skyscrapers and huge streets to brawl in.
Edited by Expired, 12 June 2014 - 12:31 AM.
#34
Posted 12 June 2014 - 09:51 AM
I must admit, i like everyone's ideas for some of these map suggestions.
#35
Posted 15 June 2014 - 09:41 AM
Sure, it'd be a minor blow to idealistic dreams, but at least I could nod and say "that makes sense."
#36
Posted 15 June 2014 - 02:20 PM
Edited by Exilyth, 15 June 2014 - 02:21 PM.
#37
Posted 15 June 2014 - 04:52 PM
Habu55, on 23 May 2014 - 05:56 PM, said:
This was exactly what I was thinking when it came to the idea of cavern maps. Extra bonus to PGI if they design such a map around the theme of an underground Mech production facility. >u<
As for urban maps, my mind goes back to the various urban maps of the Mechwarrior 4 Trilogy. They'd make for the perfect close-quarters brawling maps that aren't small--with large skyscrapers that would provide ample cover throughout good portions of the map while other areas would take the form of more open parks, parking lots, and main streets to allow for some ranged combat. (These are the kinds of maps Configuration S Omnis are made for. >uO)
#38
Posted 15 June 2014 - 07:27 PM
Or you could even have one team start at the top and one at the bottom.
#39
Posted 15 June 2014 - 10:31 PM
if they expand the tunnel to start / end on each far side of the map (ie right near the base on both sides)
it will get used, if you put a maze of tunnels and big open caverns inside it it would make for a fantastic alternate play style on forest colony while preserving the old flavor it has
with large open caverns you have the opportunity for some nice wow factor with the mapping
(waterfalls, light shafts, gem/mineral veins, natural rock formations, mining gear and construction)
these bigger spaces could allow for LRM and Jumpjet units to still strut their stuff but still be at risk to brawler setups
thus if being forced to follow your team into caves you can still do something and not be deemed "useless"
jump sniping would still be negated due to little to no cover to jump back into, jumpjets however would still be handy to avoid friendly fire and for general maneuvers
for kicks a flag or two could be placed in there for conquest
#40
Posted 15 June 2014 - 11:00 PM
Additionally, you could have various tunnels connecting the ledges, allowing people to flank, ambush, etc.
It would be a new experience, because suddenly you have to check above and below you, as well as just to each side. Admittedly, Jump Jets would be worth a Gold Mech in this place, and LRMs would allow you to shell anyone sitting on a ledge. But that's where people could use the tunnels to reposition, going above, below, or even just further around, the level they are on. Just my 2 cents.
Oh, and I put a vote in too for the Sparkling Metropolis, and the Urban Slums Maps.
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