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Russ Bullock - Community Voted Map Concepts


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#41 Monkey Lover

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Posted 13 July 2014 - 02:27 AM

all of them and I want it now.

#42 Jonny Taco

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Posted 13 July 2014 - 04:32 AM

What kind of frustrates me with this thread is that many people seem to just want new maps without addressing the major issues that make the current ones so bad... We don't need maps for the sake of maps, especially ones that are extremely unbelievable, predictable and overly designed... People keep screaming about how lack of maps is the biggest problem yet they don't even realise that it's the map design and not the number that's the real problem. Two new maps will do nothing to address the problem that they don't even know they are really complaining about, current maps and map philosophy sucks.

What's needed are larger scale realistic maps that are dynamic, immersive, and fit the lore... We need maps that truly promote role warfare and cunning tactics, not glorified quake deathmatch... We need maps that represent the cities, facilities, and sprawling wastes of many of the worlds we will be fighting over...

We as a community cannot be complacent about this unless of course you all want to be playing "community warefare" on the same old tired maps that feel more akin in layout to something from the late 90s, not 2012+... That being said... New maps will do nothing to change what's status quo unless the philosophy behind current map design is replaced with something more forward thinking.

Edited by lartfor, 13 July 2014 - 05:54 AM.


#43 z3a1ot

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Posted 13 July 2014 - 04:42 AM

Great concepts for them to use. You should send this to any dev PM here on forum to get their attention. There is plenty to choose from.

Edited by z3a1ot, 13 July 2014 - 04:42 AM.


#44 PappySmurf

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Posted 13 July 2014 - 07:48 AM

Great topic OP i vote all of these concept maps back in closed beta we begged russ & brian for a community map maker so we could help them and i still think it would be a good idea.The community would feel like it is part of MWO not on a island looking at what we could be doing together=(PGI-IGP-Community).I still have faith in Russ and belive he wants to turn this game around.

Russ Brian here is a link to almost every PC mechwarrior map ever made most by the community along with FASA-MICROSOFT also.

http://m-m-a-n.appspot.com/maps

You might be able to convert some to MWO.

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Edited by PappySmurf, 13 July 2014 - 07:50 AM.


#45 StraferX

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Posted 13 July 2014 - 10:23 AM

I really think that all we will get is reskins of the maps we have, am I the only one who gets a frame or two of maps in a diffrent skin when they load. For instance when canyon network loads up I get a couple second view of the same map in a snow setting, I also see alpine peaks in a fall setting. The best that could happen is that they turn this game over to the modders and let us have at it. We could weed out the sticks and pebbles that cause us to trip/get stuck and lose our legs and remove invisible walls and add VOIP.

I was so close to spending a lot of cash for the founders packages and made the hard choice to not do so. I am so so very glad that I did not as this snails pace development is uber frustrating. I know i know they have focused on clan mechs but a new map every couple months would be more than welcoming. I feel this game has more or less become LRM wars online or nerf meck. I for one and very dissapointed with MWO and can not wait for Star Citizen to go live as they in Alpha already have more content than this.

More than any other idea outside of more maps I would like to see selectable maps and other server options. River City Night is the worst map ever made expecialy for pugging but can be fun in a clan battle. VOIP and then an option to select lrm limited servers. And fix match maker i'm so tired of seeing matches with 1 lrm~5 griffin go against 6 lrm 20 atlas and stalkers.

#46 Phoenix Branson

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Posted 15 July 2014 - 06:50 AM

I wish PGI would comment on this thread. Good, bad, indifferent?

#47 Almeras

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Posted 15 July 2014 - 08:22 AM

A rolling waddy/coastal swamp/beachy sand dunes ie low highmap scale, plenty of furrows, rolling hills nothing steep(unclimbable) but plenty of mech height cover and no central feature, forced pathing or wide open areas. Maybe the odd feature here and there beached ship, buried building. I like the idea of a broken buried ship acting as a tunnel

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#48 Nothing Whatsoever

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Posted 17 July 2014 - 01:29 AM

View PostMaverick01, on 15 July 2014 - 06:50 AM, said:

I wish PGI would comment on this thread. Good, bad, indifferent?


Might as well ask here, I got to wondering if the old thread could be pulled out of the Archive and into the Feature Suggestions area?

http://mwomercs.com/...-been-archived/

#49 Ozric

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Posted 17 July 2014 - 01:49 AM

Dev chatter from an NGNG stream the other day suggested that they would be putting up one or more official threads for new maps concepts in the near future. As awesome as the work in this thread is, we will probably all have to write our ideas down again in whatever standardised format they come up with.

#50 Anjian

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Posted 17 July 2014 - 01:59 AM

This game has the potential to go from MEH to GREAT if it has the right maps. I would vote for all what I see here in the OP.

#51 GrnMonster

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Posted 17 July 2014 - 04:18 AM

They should release a map editor and tools to the community without a doubt. People could submit maps and then maybe once a month they could put them up on the test server, or even allow the live client to only play them in training mode, so the community could vote on new ones to be considered for the live server.

We vote for the best ones. PGI then takes the winning maps, and does any necessary cleanup (although they still need to do this on their own maps), Maps then get added to live server. We could get a batch of new maps every month like this.

The holy grail of what MWO could be however, is a combination of MWO and No Man's Sky :P Procedurally generated worlds would be amazing for MWO. It will never happen though. :)

#52 Napoleon_Blownapart

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Posted 17 July 2014 - 04:20 AM

i think all maps are .9-1.1 gravity because they cant or dont know how to calculate it in the engine.

Edited by Gorantir, 17 July 2014 - 04:20 AM.


#53 Agent of Change

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Posted 17 July 2014 - 04:24 AM

Yes okay all of them. more maps. Sadly to get through that list at PGI's pace I wouldn't live to see them all.





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