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Russ Bullock - Community Voted Map Concepts


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#21 Koniving

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Posted 12 July 2014 - 03:04 PM

View PostGreen Mamba, on 12 July 2014 - 08:49 AM, said:

Beautiful Pics and idea Sadly Most of us Know that they have a Plan they are going with it and are really just asking for opinions For appearances' sake....Remember 3rd Person View and Coolant Flush they were not supposed to be in the game or so we were told

Edit*.... I have Heard that they will listen to Developers' 12 Year old Children though

Ah but Coolant Flush (as a weight worthy object that consumes weight and falls under repair and rearm) never did make it. We got Cool Shot; which is a heinous, weightless, thing that consumes our very souls. There's a difference! What we got was far worse.

#22 FupDup

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Posted 12 July 2014 - 03:33 PM

My reaction:

Posted Image

#23 ZealotTheFallen

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Posted 12 July 2014 - 04:04 PM

As always they ask then ignore all input, because they know best. They ask to make all new players thing they care and are going to listen, but it is on deaf ears. It is a smoke screen just to make you all feel good. Anything to keep your mind off of the one thing they said we would have which made 90% of founders give them money to kickstart this game. BUT NO. The one thing we all wanted and still dont have, but they waste our time on new mechs. Everybody can answer the question what was promised and has never been work on or delievered. I dont have to say it but we all know what it is.

Edited by ZealotTheFallen, 12 July 2014 - 04:08 PM.


#24 Joseph Mallan

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Posted 12 July 2014 - 04:11 PM

Yes Please. All of them!

#25 Dirges

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Posted 12 July 2014 - 04:28 PM

I would like to see more maps based on strategic points of interest. The OP has some very interesting ideas but many of those ideas lack a reason to fight for control over.

#26 InspectorG

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Posted 12 July 2014 - 04:31 PM

A simple one that would really force cooperation.

Desolate Plains. EM effect renders nightvision and infrared useless. Sensors and visual range is 300m. Basically a dense fog. Flat, no terrain. Dull grey vista. Feel your way around until you bump into the enemy. Narc and Tag would be VERY helpful.

This would have to be a smaller map of course.

Force a brawl right off the bat?

INSIDE a large dropship.(an egg shaped one) Five levels similar to the circle of death on terra therma.

OUTSIDE SURFACE of a jumpship. Magnet shoes for all mechs. 'normal' gravity for jj mechs for convenience sake. Walk around the outside of the ship like Mario Galaxy.

Underwater could be fun.

Underground cave should have a low ceiling and many stalagmites/stalagtites. Mitigate poptarting. Mitigate lrms.

#27 BlackIronTarkus

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Posted 12 July 2014 - 04:43 PM

Wow, I saw that topic back in the day, really liked it. Many suggestions are really great... Its awesome to see a constructive and positive post like that.

Unfortunately its PGI we are talking about....eeeeeeeeh! These clowns dont know how a ''pipeline'' work. For CW to work, you need a **** load of maps with meaningful objectives, they should have started with that. Their producer is so stoopid its depressing.

Edited by BlackIronTarkus, 12 July 2014 - 04:44 PM.


#28 Nothing Whatsoever

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Posted 12 July 2014 - 04:43 PM

I vote for all of the above. I'm glad to hear resources are going in for more maps!

My thoughts on maps...
Posted Image

#29 Votanin FleshRender

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Posted 12 July 2014 - 04:56 PM

I'd love to see an 16 vs 16, with each alpha lance fighting each other, each Bravo lance fighting each other, etc, with a tunnel or corridor leading to a central fighting arena.

Something similar to this starcraft map

Posted Image


Each team has a lance drop in each of the four starting base areas. The lances can't move into the central area until they've taken out their corresponding lance from the other team, then each surviving lance moves into the middle. Make each corridor into the central area have turrets defending it for whichever lance 'won' in that area, so if one team won 3 of the individual lance fights, the team with only one lance left can play D and force the other team to fight through their turrets. I'm sure I'm overlooking a hundred ways this would suck or could be abused, but I think it sounds cool.

Edited by Votanin FleshRender, 12 July 2014 - 04:57 PM.


#30 LordKnightFandragon

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Posted 12 July 2014 - 05:08 PM

Just gunna say, YES PLEASE TO ALL OF THE ABOVE!!!!!

But my #1-3 choices

Spaceport
Mining Colony, if it includes indoor cave fighting and possibly underground
Bio Dome, inside fighting, lessening LRMS...lol.

Edited by LordKnightFandragon, 12 July 2014 - 05:09 PM.


#31 Livebait

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Posted 12 July 2014 - 05:10 PM

We will all be dead and gone before CW & fifteen maps are reached. Our grand children my live to see 1 or 2 more maps. ;)

#32 LordKnightFandragon

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Posted 12 July 2014 - 05:18 PM

View PostLivebait, on 12 July 2014 - 05:10 PM, said:

We will all be dead and gone before CW & fifteen maps are reached. Our grand children my live to see 1 or 2 more maps. ;)



At the rate game companies work, I think even the grandchildren will be dead before the game reaches it's full potential.

#33 Delas Ting Usee

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Posted 12 July 2014 - 05:46 PM

I'd like it if three of four of the maps can be joined to form a LARGER map experience.
More for Community warfare then anything else.
For when we take over a planet.
For example, "Here are the five key battles you and your fraction must win in order to gain control of said planet":
- LARGE Space Port - Commercial area. (by this I mean NOT river city)
- Urban Sprawl with nary a mountain in sight - nothing but buildings and the occasional park.
- Large open wheat fields (in the event it's an agricultural planet we're taking over.
- Some industrial factory.
- Some kinda quarry or mine.

#34 Zanathan

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Posted 12 July 2014 - 08:14 PM

Glad to see you're kicked off this thread again (I couldn't even find the old one anymore - the search function for these forums are shocking).

Hopefully this will also kick start PGI's memory on the responses from the previous thread you had.

#35 Ryvucz

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Posted 12 July 2014 - 08:26 PM

I would totally slap this in the suggestion thread too.

But a cloud city map would be great, no out of bounds borders, just fall off the map. ;)

#36 EgoSlayer

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Posted 12 July 2014 - 09:56 PM

All look like worthwhile concepts. And lets assume that the shared map art/resources PGI gets it down to 4 months per map. It's only 10.5 years till we see them all! ;)

Sadly, this limited map selection is not what I had in mind for CW. They really need to get their map development down to a few weeks, a month tops for a map. Or start re-evaluating either procedurally done maps or community built maps.

#37 BLOOD WOLF

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Posted 12 July 2014 - 11:37 PM

Those are some breathtaking and Beautiful artwork's. PGI LOOK AT THIS THREAD FOR IDEAS.

Edited by BLOOD WOLF, 12 July 2014 - 11:37 PM.


#38 BLOOD WOLF

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Posted 12 July 2014 - 11:42 PM

View PostEgoSlayer, on 12 July 2014 - 09:56 PM, said:

All look like worthwhile concepts. And lets assume that the shared map art/resources PGI gets it down to 4 months per map. It's only 10.5 years till we see them all! ;)

Sadly, this limited map selection is not what I had in mind for CW. They really need to get their map development down to a few weeks, a month tops for a map. Or start re-evaluating either procedurally done maps or community built maps.

one step at a time i suppose, but yea they need to find a way to create good maps without having to take so much time. The maps in CW should wow the players.

#39 King Arthur IV

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Posted 13 July 2014 - 01:47 AM

all of the above plz.

#40 NextGame

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Posted 13 July 2014 - 02:25 AM

1) I want to see each map have a selection of 5-10 optional objectives for each side on each map of which teams are randomly assigned 1 to complete at the start of the map, and upon achieving this each team member gains some sort of similarly randomised reward (could be anything from cbills, equipment, xp, colours, cockpit items, camo's etc). Optional objectives for each team should be paired up in terms of the location that it should be completed in order that both teams will never be able to just walk to opposite ends of the map and get free stuff.

2) I would like some rare scripted events to possibly occur on each map, maybe 2-3 possible events of which 1 happens every, say 1/10 drops on that map. This could be stuff like a weather effect that impacts targeting or visibility, something like a sinkhole opening up in a key area of a map causing a capture point to be less accessible etc

Edited by NextGame, 13 July 2014 - 02:27 AM.






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