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I Would Love New Maps


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#21 Sarlic

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Posted 15 June 2014 - 09:42 AM

View PostHelmer, on 15 June 2014 - 08:20 AM, said:

Here are a few official statements made lately in regards to maps.

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."

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."

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."




Cheers.


Make a sticky out of it. With a Q as a head title.

Prevent future posts or threads asking the same questions again.

#22 Tezcatli

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Posted 15 June 2014 - 09:43 AM

With all the money they make off of mech packs. You'd think they'd hire enough people to have maps already in development when they release a new map.

#23 Sandpit

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Posted 15 June 2014 - 08:42 PM

View PostHelmer, on 15 June 2014 - 08:20 AM, said:

Here are a few official statements made lately in regards to maps.

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."

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."

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."




Cheers.

might hold more water if we weren't talking 1-2 maps in the last year of development...

View PostTezcatli, on 15 June 2014 - 09:43 AM, said:

With all the money they make off of mech packs. You'd think they'd hire enough people to have maps already in development when they release a new map.

which is what most successful game companies do as opposed to talk about how short-handed they are for 2 years....

#24 LordKnightFandragon

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Posted 15 June 2014 - 08:54 PM

I would love to see a Spaceport map.

In the middle we have a massive spaceport building with 2 docked dropships.

The surrounding area is open fields and runways with hangars, support buildings, some large walls. Also we have the Gantry and big blast shields at the ends of the runway.

For extra detail we have Shilone, Slayer and other random fighters and bombers. A few of those big dropships on River city sitting about on runways, in hangars, in docks.

On either side of the base we each spawn in a walled in firebase, with turret defenses. In order to get in on Assault we have to destroy gate control for ground pounders, or use JJ and fly over the wall.

Make it a mid day map, little bit sunny, but cloudy and kinda dreary. Maybe like Crimson Coast?

Put it on a map board the size of Alpine Ridge or w/e its called.

Odd quirk for this map could be the one who controls a central Control tower gets access to artillery 15% faster and its 15% more accurate. Arty granted only to those who take the Company Command. So on Assault/Skirmish and Conquest there is a cap zone...lets call it Control Tower, that can be vyed for control and used to get the arty.

Make the runways a little cratery, put some smoking wrecks about.....yessir.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Next, a different gameplay mode entirely, Objective based

Recreating the MW4 Vengeance intro. The Defending force spawns inside mech hangars in the bays. The attackers spawn a good distance from the palace and must break through Palace defenses of walls and turrets. Alternately, JJ mechs could fly over and capture turret and gate controls.

Objective of the battle is for Defenders to keep attacking units from capturing the Palace grounds, which would be marked with 3 different areas that would need to be captured. Palace Gates, West Wing, Central Command post. Each would be ringed with defenses to help stall the attackers and give defense a change to take it. Capture times would be shorter then current conquest, which seems to take forever....

Edited by LordKnightFandragon, 15 June 2014 - 08:58 PM.


#25 verybad

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Posted 15 June 2014 - 09:00 PM

View Postblackicmenace, on 14 June 2014 - 09:01 PM, said:


I played in a game the other day with a GM and I happened to be in a Awesome so I asked when they plan on restructuring the Awesomes hitboxes. He gave a bland we are looking into it type of answer. Ghost heat is dumb but at least you can get past it chain firing.



Solaris 7.. YES!?!

Ugh. No. Solaris to me sounds boring. I vastly prefer warfare to arena sports.

#26 LordKnightFandragon

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Posted 15 June 2014 - 09:45 PM

View Postverybad, on 15 June 2014 - 09:00 PM, said:

Ugh. No. Solaris to me sounds boring. I vastly prefer warfare to arena sports.



I would love it if we could use the Training Grounds as a Solaris to just practice against single players lol.

#27 Xavier

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Posted 16 June 2014 - 05:37 AM

View PostDunning Kruger Effect, on 14 June 2014 - 01:25 PM, said:

Is there a timeline for getting new maps?
Deathmatch by its nature is somewhat repetitive, and I would LOVE some new arenas in which to fight.

I'm a little concerned that all the new "content" coming out is simply new mechs.

(The clans, you say? I'm presuming the sheer number of new clan mechs and weapons seems bound to create exploitable loopholes... but I wouldn't class finding a new meta proper "content" either)

I know making money is the imperative, but I'm less and less interested in buying a new mech if all I can do with it is march to Theta at Terra Therma again... and again... and again.

Please sir, a few new maps
You can even re-use the textures, just rearrange them differently, so different strategies and routes emerge.

The current maps tend to have "set" strategies that you can usually tell who will win in the first 1-2 minutes (even without a shot being fired).

I'm not really sure who the target audience is (the pricing/way F2P is handled in MW:O seems different to many games I've played), but unless you are targeting those who LIKE repetition....

Surely new maps would get more people interested, and playing, which would lead to increased mech sales?


How about instead of begging and pleading PGI to give us new maps they allow us to build our own maps, this is a better permenant solution and one that I will continue to fight for, if you agree please post a response in this thread, http://mwomercs.com/...nt/page__st__80

community produced maps will be better for everyone.





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