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Maps Maps Maps


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#1 Killian De Morte

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Posted 27 June 2014 - 04:55 AM

Maps Maps Maps

I understand that the game is still evolving and that balance and rolling out CW etc needs to be a priority, but I am sure most of us would love to see more maps. They are all so familliar you can play them blindfold.

Picture the scene ... Just dropped in... "All systems nominal"
0.5 seconds later you know exactly where you are on the map and without thought you accelerate and turn 30 degrees left.
Moving at full speed you rotate and zoom in on the hill to your left.
Enemy mechs spotted - obvious move - they are heading for hill in B5 to take and hold ridge.
In exactly 18 seconds the 1st light scout will pop his nose over that ridge between the hill and the building.

OK, once forces are joined it becomes more fluid as you act & re-act - but the first 3 mins of each launch is done by the numbers to already established plays that you have run a thousand times with 2 or 3 variations per map.

One Final-Game target I would love to see would be procedurally generated maps - at least for skirmish.

Topography that players dont know every angle/hidy-hole/choke-point and a minimap that filled in as you and your team roved out. Making that lake or tunnel or abandoned town or deep cravass something to be encountered and used strategically on the fly.


Or Community map tools on a playtest server with the best map each year becoming a mainstream map.
Those on the playtest server would be non-xp/non-cbill earning launches - just helping out map dev.
It is that sort of community development that is like having free staff on tap for the company.

The company may not have the time to sort out hit-zones on the top pillars of the HPG map because of the other development that needs addressing, but of course obsessive community map builders would never let such an issue beat them on "their" map design - it plays to the OCD in the community.


Thoughts ?

#2 Kharax

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Posted 29 June 2014 - 03:45 AM

PGI = No Content delivered.

#3 SirLANsalot

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Posted 29 June 2014 - 03:50 AM

There are 2 more actual maps coming out, then PGI will have enough resources in the game to program it to start randomly generating maps/configurations. It takes time to get all the actual stuff made (a baseline) before you can start to procedurally make things.

I completely agree as well, having random base starting locations, WITHOUT knowing where the enemies is from the start, will go a very very long way to helping Role Warfare.

#4 LordKnightFandragon

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Posted 29 June 2014 - 03:54 AM

Im getting real damn tired of seeing Caustic Valley...13 battles of my like 48 or so in my Warhawk have been Caustic. Canyon Network and Crimson Strait bringing in 2nd and 3rd place with 11 and 10 times on each of those.....and the only map packing a win rate is Canyon....how, idk...at 6-4. Crimson is an abysmal 3-8 and Caustic is sitting at 6-7....

Idk where the other maps are, but im tired of seeing these same 3.

ofc, I could get Tourmaline and Terra Therma, all id have to do is put on my C ER PPC x4 and I would live in Mordor for like 20 straight.









I really wish PGI would just let players design maps and submit them.....then let the devs put the maps up for a vote, then onto PTS for like a week and then release the best 2 of 5 maps. The others, send them back to the developer to have them rework it and resubmit later. But having the same 3 maps and only like 8 total....its stale....like a 3 month old chip in the couch kinda stale...

Edited by LordKnightFandragon, 29 June 2014 - 03:57 AM.


#5 DeathlyEyes

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Posted 29 June 2014 - 04:08 AM

Map rotation is currently a joke.

Posted Image
Not to mention most of the maps don't have proper paths for brawlers through them. This is why we have a prevalence of poptarts. Say you don't take Jump Jets and you end up on Canyon Network or take close range weapons and land on Alpine. Guess what you are SOL. You take a poptart build it works on practically every map. Most of these maps are terribly balanced and poorly laid out.

Edited by SLDF DeathlyEyes, 29 June 2014 - 04:10 AM.


#6 Levi Porphyrogenitus

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Posted 29 June 2014 - 04:14 AM

View PostSLDF DeathlyEyes, on 29 June 2014 - 04:08 AM, said:

Map rotation is currently a joke.

Posted Image
Not to mention most of the maps don't have proper paths for brawlers through them. This is why we have a prevalence of poptarts. Say you don't take Jump Jets and you end up on Canyon Network or take close range weapons and land on Alpine. Guess what you are SOL. You take a poptart build it works on practically every map. Most of these maps are terribly balanced and poorly laid out.


Your map rotation chart seems in order, considering that modified maps count alongside their original (RC and RCN, for instance). Everything is regularized around 100ish matches in your list there. The outliers are easily accounted for as due to the vagaries of RNG, and should smooth out as your sample size increases.

#7 LordKnightFandragon

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Posted 29 June 2014 - 04:27 AM

View PostSLDF DeathlyEyes, on 29 June 2014 - 04:08 AM, said:

Map rotation is currently a joke.

Posted Image
Not to mention most of the maps don't have proper paths for brawlers through them. This is why we have a prevalence of poptarts. Say you don't take Jump Jets and you end up on Canyon Network or take close range weapons and land on Alpine. Guess what you are SOL. You take a poptart build it works on practically every map. Most of these maps are terribly balanced and poorly laid out.



So im not the only one that is magically attracted to CV, TT and CS. Then you have Tourmaline slowly bringing up the rear. Only your exposure to HPG is alot higher. Ive been on that map all of what? 2 times lol.

PGI gunna change up the map frequency to be...like..normal and not so obviously 1 sided.

#8 Black Ivan

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Posted 29 June 2014 - 04:34 AM

Most of the maps are either way crap and bad designed. Tourmaline Desert, Terra Therma and Alpine peaks are the most horrible maps I have ever seen. River City is way to small for the current meta, especilally with turrets added to it.

IMO many of the maps need as serrious rework now.

#9 Green Mamba

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Posted 29 June 2014 - 04:45 AM

Community Made Maps ....Easy fix...but they won't do that due to them and us realizing it doesn't take 250k to make a decent map.Plus the Ego thing

#10 Dunning Kruger Effect

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Posted 29 June 2014 - 04:50 AM

I pictured cookie monster going "Maps maps maps - nom nom nom"

#11 Khobai

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Posted 29 June 2014 - 04:53 AM

It probably does take PGI 250k to make a map and theyve been misappropriating all the money we gave them.

#12 Green Mamba

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Posted 29 June 2014 - 04:55 AM

View PostKhobai, on 29 June 2014 - 04:53 AM, said:

It probably does take PGI 250k to make a map and theyve been misappropriating all the money we gave them.


Those Bora Bora trips are expensive

#13 Sandpit

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Posted 29 June 2014 - 06:05 PM

View PostSLDF DeathlyEyes, on 29 June 2014 - 04:08 AM, said:

Map rotation is currently a joke.


pssst

Night and Day maps count as same map.... your map rotation is just about as even as it can possibly get...

#14 Sandpit

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Posted 29 June 2014 - 06:09 PM

Forrest Colony = 83
Frozen City = 105
Caustic = 103
River City = 104
Alpine = 93
Tourm = 99
Canyon = 106
Terra = 120
Crimson = 106
HPG = 125

I'm failing to see where map rotation if off in your example...

View PostLordKnightFandragon, on 29 June 2014 - 04:27 AM, said:


PGI gunna change up the map frequency to be...like..normal and not so obviously 1 sided.

see my above post

#15 StraferX

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Posted 29 June 2014 - 06:21 PM

No other way to put it than it's just plain boring, I took an extended break due to over repetition. The only thing new is new mech's and tons of LRM rain noob tossers. Community mapping would be a great way to save this game from the trash pile of boredom.

Another thing needed is a weapons jammer so that lights cant just stand under the heavy mechs legs and shoot them to pieces. Lights should have lighter yet better armor and much less fire power as it is. This way lights would become more like scouts harder to kill yet they deliver less damage.

Another great feature would be the ability to select maps you do not want in your rotation like river city night is awfull, and make LRM capped maps so only one or 2 LRM boats per map.

#16 Sandpit

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Posted 29 June 2014 - 08:14 PM

View PostStraferX, on 29 June 2014 - 06:21 PM, said:

No other way to put it than it's just plain boring, I took an extended break due to over repetition. The only thing new is new mech's

tons of LRM rain noob tossers.

Another thing needed is a weapons jammer so that lights cant just stand under the heavy mechs legs and shoot them to pieces.

Lights should have lighter yet better armor and much less fire power as it is.

Another great feature would be the ability to select maps you do not want in your rotation like river city night is awfull,

make LRM capped maps so only one or 2 LRM boats per map.

.....
smh

#17 KAT Ayanami

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Posted 29 June 2014 - 10:16 PM

View PostKillian De Morte, on 27 June 2014 - 04:55 AM, said:

I understand that the game is still evolving and that balance and rolling out CW etc needs to be a priority, but I am sure most of us would love to see more maps. They are all so familliar you can play them blindfold.


Sorry. But the game is still an Open Beta. And the priority is new "made up" Hero Mechs.

#18 Tripzter

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Posted 29 June 2014 - 10:24 PM

View PostKharax, on 29 June 2014 - 03:45 AM, said:

PGI = No Content delivered.

This.

I have the feeling that the game developers meet once a week for half an hour and whatever gets done gets done.. aka no content. This game was released about the same time as WOT. Sure wot stinks however look at how much content there is. We cant even get a proper UI.

Edited by Tripzter, 29 June 2014 - 10:25 PM.


#19 Merit Lef

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Posted 02 July 2014 - 08:03 AM

Love the idea of Fog of war. You know they really can play with that when CW comes out. I see a progression with fog of war. The first assault we be a known map with all the detail that we currently have. But the next few battles would be much more random and full up fog of war like you suggested. This represents the movement of troops into unknown territory and your space assets engage in battle not providing full satellite coverage . But when you come to an area that is of high strategic value the fog of war lessons because you would have scouted out the area prior to dropping onto the planet.

#20 Enigmos

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Posted 02 July 2014 - 08:26 AM

Has anyone tried (I haven't, but am curious) fitting maps together like a jigsaw?





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