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Pgi New Maps When!


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#1 Bullseye69

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Posted 05 July 2014 - 07:54 AM

Can we get a update on the new maps that are coming name. picture,or description. Since the clan pack is done I am assuming that work has started back on the new maps since the last one was about 6 months ago. A update or pics or anything would be most appreciated.

#2 Hellcat420

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Posted 05 July 2014 - 08:00 AM

soon

#3 Ph30nix

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Posted 05 July 2014 - 08:14 AM

dude didnt you see the post where they said it costs them like $250,000 to make a new map? they probably just got enough from the clan mechs/gold mechs they sold so they can start working on it now.

but to be honest i want some new game modes now i can live with the maps we have for the moment.

#4 Eximar

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Posted 05 July 2014 - 08:17 AM

Jungle map has got to be getting close. Since it's supposed to have a lot of short LOS to be brawl friendly, it would be most welcome about now.

#5 MechB Kotare

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Posted 05 July 2014 - 08:28 AM

View PostPh30nix, on 05 July 2014 - 08:14 AM, said:

dude didnt you see the post where they said it costs them like $250,000 to make a new map? they probably just got enough from the clan mechs/gold mechs they sold so they can start working on it now.

but to be honest i want some new game modes now i can live with the maps we have for the moment.




Ahaaa...

Hmmm...

So if it takes 10 minutes to make a very simple map design, I'm assuming it would take 4h - 24h to make a decent map design. 24h of work = 250,000$ ? Sorry, but i can hardly believe that. I think you might've misunderstood their statements.

#6 Ph30nix

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Posted 05 July 2014 - 08:43 AM

View PostMechB Kotare, on 05 July 2014 - 08:28 AM, said:




Ahaaa...

Hmmm...

So if it takes 10 minutes to make a very simple map design, I'm assuming it would take 4h - 24h to make a decent map design. 24h of work = 250,000$ ? Sorry, but i can hardly believe that. I think you might've misunderstood their statements.

id link the post if i could but no they clearly said each map costs them $250k to develop. Now if that wasnt what they meant whatever but the fact they said it was sad.

#7 Tezcatli

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Posted 05 July 2014 - 08:48 AM

View PostPh30nix, on 05 July 2014 - 08:43 AM, said:

id link the post if i could but no they clearly said each map costs them $250k to develop. Now if that wasnt what they meant whatever but the fact they said it was sad.


Well with what they made from the Clans. I would think that they have enough funds to throw us some free map content. Or do they intend to make us pay for that too?

Edited by Tezcatli, 05 July 2014 - 08:48 AM.


#8 Ph30nix

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Posted 05 July 2014 - 08:56 AM

View PostTezcatli, on 05 July 2014 - 08:48 AM, said:


Well with what they made from the Clans. I would think that they have enough funds to throw us some free map content. Or do they intend to make us pay for that too?

dont give them any ideas.

#9 El Bandito

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Posted 05 July 2014 - 09:04 AM

I want trees to block shots and missiles. ^_^ Like in MW4.

#10 Warblood

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Posted 05 July 2014 - 09:08 AM

I don't see how it cost 250k to make a map, they do everything in-house.
maybe if they contracted it out to another company but even if they did 250k for 1 map is just dumb, maybe 250k for all the maps that we have combined.
or maybe 250k a year to the guys that make that maps that would make more sense, like 4 dudes getting payed 60k-ish a year.

#11 Funky Bacon

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Posted 05 July 2014 - 09:11 AM

Modders would do it for free, and with better results.

#12 JohnnyWayne

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Posted 05 July 2014 - 09:13 AM

View PostPh30nix, on 05 July 2014 - 08:56 AM, said:

dont give them any ideas.


I'd pay for coop PVE content like campaigns.

Btw, such a map is way more complex than shown in that video above. It needs a design (environment, spawns, playerbehaviour, cover, tactical uniqueness), textures (not only ground, but also plants and usually animals but these are missing in MWO) and of course lots of iterations to polish and finalize it.


All the maps ingame need more environment design. Plants, espeically shrub like ones. Also damage textures, environmental effects (stuff floating around, sound from outside the mech*). And hell, all the maps we have are so static C# would throw up if it knew.

To make it short, this game needs, besides the obvious issues, more fluff. I expect more of a modern videogame.

*Mechs have acoustic sensors, so you would hear whats going on.

Edited by JohnnyWayne, 05 July 2014 - 09:22 AM.


#13 Black Ivan

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Posted 05 July 2014 - 11:12 PM

Perhaps after insolvencia they can make a new map :huh:

#14 Bullseye69

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Posted 07 July 2014 - 08:51 AM

How about they take frozen colony and frozen colony night and expanded it to the back end down to the side of the downed dropship where theta is on conquest mode they could easily add another whole map the same size as frozen colcony on the back end where the ship is frozen. Maybe have it like frozen space port like river city with the ship was suppose to land and where all the refueling tanks and building would be along witht the loading and unloading of dropships. That would add one more massive amount of real eastate to play with then just move the bases so that you would be forced to go to the new area of the map . You could also add new map point for conquest on the map easy fix less than month to get it done and tested the texture are there already for the map the biggest thing they would have to do is add building and they could reuse the ones covered up in snow and ice and use the building assest from river city for the spaceport and the crane from the criminson straight.

#15 Sarlic

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Posted 07 July 2014 - 08:59 AM

View PostMechB Kotare, on 05 July 2014 - 08:28 AM, said:




Ahaaa...

Hmmm...

So if it takes 10 minutes to make a very simple map design, I'm assuming it would take 4h - 24h to make a decent map design. 24h of work = 250,000$ ? Sorry, but i can hardly believe that. I think you might've misunderstood their statements.

View PostPh30nix, on 05 July 2014 - 08:43 AM, said:

id link the post if i could but no they clearly said each map costs them $250k to develop. Now if that wasnt what they meant whatever but the fact they said it was sad.

View PostWarblood, on 05 July 2014 - 09:08 AM, said:

I don't see how it cost 250k to make a map, they do everything in-house.
maybe if they contracted it out to another company but even if they did 250k for 1 map is just dumb, maybe 250k for all the maps that we have combined.
or maybe 250k a year to the guys that make that maps that would make more sense, like 4 dudes getting payed 60k-ish a year.


How maps are made for PGI:

Quote

Dennis de Koning (Art Director): Creating a new world for MechWarrior Online is a long and complex process. A world will pass through many phases and iterations before it is ever seen by the public, and will continue to be refined and updated long afterward.


Full Article:
http://penny-arcade....am-creates-worl

Edited by Sarlic, 07 July 2014 - 09:00 AM.


#16 HeavyRain

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Posted 07 July 2014 - 09:11 AM

$250K was for the small maps, i bet alpine and tourmaline cost around $1.2M each.

#17 Vassago Rain

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Posted 07 July 2014 - 09:21 AM

60 to 90 days.

Posted Image

It was at this event they cited the 250,000 dollar amount for maps. Mr. Roberts was talking about how he needs 40 grand to make the hyper-detailed ships for his game, most of which are outsourced.

#18 CeeKay Boques

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Posted 07 July 2014 - 09:23 AM

View PostHeavyRain, on 07 July 2014 - 09:11 AM, said:

$250K was for the small maps, i bet alpine and tourmaline cost around $1.2M each.


More like a hundred bazillion trillion zillion dollars. That's why it takes so long.

Posted Image

#19 Dimento Graven

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Posted 07 July 2014 - 09:44 AM

Ideas for 'relatively' quickly making "new" maps:

River City Snow - cover the city in snow, change the ambient temp, make the river "frozen" solid ground
Forest Colony Night - get rid of smog, make it quite dark, or add a bright moon for some ambiance
Caustic Valley Night
Alpine Valley Night/Alpine Valley "Summer"
Canyon Network Night/Canyon Network Snow
Tormaline Desert Night
Crimson Strait Night/Snow

Take all the maps and move the "out of bounds" markers to the maximum distance of the map, opening up new areas for play and movement.

So on and so forth...

Recycling it's not just good for the environment, it can add content.





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