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Mech Factory Map Preview?


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#1 XxXAbsolutZeroXxX

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Posted 12 July 2014 - 09:03 PM

MechWarrior 4 had a "Mech Factory" map.



Maybe the upcoming map will look something like that ^?

. ;)

#2 Malcolm Vordermark

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Posted 12 July 2014 - 09:20 PM

I'm pretty sure they showed some of it in the recent devlog. It looked to be a tightly packed set of builds like the ones you see in various areas of the game already.Which would make sense since reusing assets would allow them to make it faster.

In terms of layout it seemed to be a large square section in the center with multiple builds just taller than a mech, Kinda like C4 on river city. Closer to the edge of the map, it appeared there were smaller sections that were either higher or lower than the main part and connected by a ramp.

#3 AUSSIETROOPER4

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Posted 12 July 2014 - 09:23 PM

Mech Factory was the working title apparently. It's now just a bunch of buildings and I personally think will be much less differentiating than the other maps we have in game.

I was looking forward to seeing a futuristic factory with cavernous rooms. Bit like the Russian front rolling tanks right out of factories directly into battle in ww2.

#4 Wieland

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Posted 13 July 2014 - 03:32 AM

Its a simple factory area built out of assets already existing. Like they used on Crimson Strait(back area), Caustic Valley, River City(harbor) and Alpine Peaks. Definitely not a mechfactory.

#5 MonkeyCheese

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Posted 13 July 2014 - 04:46 AM

Who cares if assets are reused, it is a new map and will be different, crimson has a lot of copy and paste buildings but it is a fantastic map even if it is a little one sided sometimes thanks to that tunnel.

#6 ztac

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Posted 13 July 2014 - 05:14 AM

Just the usual type of map that favours the usual meta.. now move along , nothing game changing here!

#7 kuangmk11

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Posted 13 July 2014 - 07:56 AM

View PostMonkeyCheese, on 13 July 2014 - 04:46 AM, said:

Who cares if assets are reused, it is a new map and will be different, crimson has a lot of copy and paste buildings but it is a fantastic map even if it is a little one sided sometimes thanks to that tunnel.

I care because if they are not building a bunch of new assets why is it taking so long to get maps out? I'm all for reusing assets, and a map a month timeline.

#8 80sGlamRockSensation David Bowie

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Posted 13 July 2014 - 07:58 AM

I did a couple map previews before they were released.

I don't think "factory" is even remotely close to completion however.


View Postkuangmk11, on 13 July 2014 - 07:56 AM, said:

I care because if they are not building a bunch of new assets why is it taking so long to get maps out? I'm all for reusing assets, and a map a month timeline.



Also, from what I understood a while ago, the art team was working on craeting new map objects and assets, not new maps.

If they are done creating the new map objects/assetts, it is supposed to allow PGI to create new maps faster.

Edited by mwhighlander, 13 July 2014 - 08:00 AM.


#9 LordKnightFandragon

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Posted 13 July 2014 - 08:54 AM

That MW4 map didnt look like a factory, more like a big indoor paintball facility.

#10 Jin Ma

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Posted 13 July 2014 - 09:03 AM

seems to be a pretty generic urban/industrial map.

i for one am glad they are finally starting to reuse assets to make different permutations in maps. makes for more variety and makes the universe feel more organic

#11 Lord Perversor

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Posted 13 July 2014 - 09:03 AM

View Postmwhighlander, on 13 July 2014 - 07:58 AM, said:

I did a couple map previews before they were released.

I don't think "factory" is even remotely close to completion however.





Also, from what I understood a while ago, the art team was working on craeting new map objects and assets, not new maps.

If they are done creating the new map objects/assetts, it is supposed to allow PGI to create new maps faster.


Indeed the images of Factory it's pretty much the Caustic factory starting point with lots of more buildings or at least that seemed to me with some changes to the hills structures.

Edited by Lord Perversor, 13 July 2014 - 09:06 AM.


#12 Satan n stuff

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Posted 13 July 2014 - 10:16 AM

View PostMonkeyCheese, on 13 July 2014 - 04:46 AM, said:

Who cares if assets are reused, it is a new map and will be different, crimson has a lot of copy and paste buildings but it is a fantastic map even if it is a little one sided sometimes thanks to that tunnel.

At least they replaced some of the more blatant examples on Crimson Strait before release, the leaked version had rows of identical river city buildings as far as the eye can see. Let's hope some of those buildings on the new map are placeholders.

#13 Malcolm Vordermark

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Posted 13 July 2014 - 10:20 AM

View Postkuangmk11, on 13 July 2014 - 07:56 AM, said:

I care because if they are not building a bunch of new assets why is it taking so long to get maps out? I'm all for reusing assets, and a map a month timeline.


The art team has been busy with other things like the Clan mechs. Hence the reuse of assets to quickly get another map done now that those mechs have been released.

#14 9erRed

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Posted 13 July 2014 - 12:18 PM

Greetings all,

From the VLog 6 preview, this first new map does seem rather 'reused'. Looks like the higher walls of Canyon Networks combined with art assets from Crimson Strait. I don't have problems with reusing existing elements in new combinations, but each new map should have some new items added to extend the library that can be drawn from. Again it's only a construction and positing preview so possibly most of the 'new' art work is still being held for the 'surprise' effect.


Posted Image


We really need to start seeing items or components within these maps that are dynamic or moving, and given this is an Industrial City/Mech Factory, it needs to have things that move by themselves.

Example: (quite a few references from Lore state most Factories in this timeline were fully automated)

- Components being moved from one building to another along a gantry or rail.
- Automated loaders or movers that continue to function while the Mech's move around.
- Barriers or walls that shut or close to allow the movements of materials, temporarily blocking the Mechs movement along a road or lane. (picture that Star Wars clip with the Jedi waiting for the powers relays to move during their fight)
- Sections of the Industrial City that block or cause interference for sensors or ECM, as well as shielded buildings.
- And lets not forget volatile things that can be destroyed or blown up.
~ (not holding my breath for this though, way too much coding required for all the Mech's and the server.)

Some of these suggestions are just eye candy, but others can be 'tactical' elements, especially the moving barriers or guards for safety. Every map we have now is a dead or abandoned location with nothing moving, we need some automation to continue to function without human intervention. Possibly even causing sensor detections for 'seismic' or loss of sensors for some areas.

Last I had heard the Jungle/Swamp map was having issues with 'collision' damage for things that can be destroyed, and possibly tied into 'knockdown' damage coding as well. But the concept art work does look interesting, with moving the hanging items up into the rock formations. Lets hope there are sections where the water is deep enough for submerged movement by some Mech's.

Posted Image

Later,
9erRed

Edited by 9erRed, 13 July 2014 - 12:20 PM.


#15 MechWarrior5152251

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Posted 13 July 2014 - 03:44 PM

Really need destructible buildings. Even in WWII if someone was hiding a tank behind a building you just flattened the building.

#16 9erRed

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Posted 13 July 2014 - 04:26 PM

Greetings all,

Yes, destructible items on the map would be nice, but at what cost?\
- Karl has made a few comments that his work in coding the smaller objects from simple art assets to rigid items, that can be damaged/destroyed, is progressing. But anything larger that required server checks, client LOS checks and effect the movement/position of Mechs will take some time . If at all even possible.
- The artists are required to completely re-do all the items that can be changed to damage states, and this alone is a considerable task.

Considering the material construction and types of materials used in this timeline, ie; Ferrocrete, enhanced materials, transparent metals, It's highly likely that most of the structures we see within the cities and built up areas are very strong. Possibly tougher than some of the armours on our Mech's, as that material is designed to be erodible and replaceable. Given that these buildings, terrain structures never have to be movable or carried around I'd surmise they are quite suited for providing nominal protection from most Mech sized weapons. Story wise, most if not all the population centers had some form of 'Garrisoned' elements and the HPG stations were protected and defended by ComStar units.
[Note here: We have yet to see any Mech's fielded by this 'unseen' organization ComStar. They still have vast amounts of SLDF pristine Mech's and many advanced designs.]

@911 about just knocking down a building something was hiding behind.
- Many of the elements that conducted mobile warfare on the WW2 and todays battlefield normally do not carry the type of warheads that can actually 'bring down' a building. These elements had service rounds that were designed to kill hard targets and most of these rounds simply went through the buildings or only damaged the first wall they encountered. Additionally they only carried a limited supply of rounds and types, so no, they would not 'just knock down the building'.
- As a note here, tactically, hiding behind a building means you also don't know what the enemy is doing either. No LOS work both ways.
- Buildings, in general, are rather difficult to outright destroy. Depending on there construction material and design, you need quite a sufficient force to completely 'bring it down'. Many of the news reels from that period show buildings and houses pummelled by various rounds, yet still standing. (I wouldn't go walking around in them, but there still up.)

9erRed

Edited by 9erRed, 13 July 2014 - 04:46 PM.






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