

If Maps Cost 250K, Why Not Pay Mwll 100K For All Theirs. Or 250K.
#381
Posted 20 August 2014 - 02:15 AM
#382
#384
Posted 20 August 2014 - 04:08 AM
KOMMISSAR KITTY, on 20 August 2014 - 03:01 AM, said:
I played that map (and enjoyed it), it is impressively realistic and HUGE.
Look also those buildings, yes, you can tell those are buildings not something thrown out an exposition of bad modern art.
Edited by EvilCow, 20 August 2014 - 04:12 AM.
#385
Posted 20 August 2014 - 04:17 AM
#386
Posted 20 August 2014 - 05:27 AM
There was alot of herp-derp hidden amongst the informed discussion.
Oh. My large laser is bigger than yours. So...take that.
Glad I could add this educated and insightful interjection into this fun tet-a-tet.
Enjoy the pew-pew!
#387
Posted 20 August 2014 - 08:49 AM
CocoaJin, on 16 August 2014 - 08:38 AM, said:
You can't argue with that level of
FTFY

#388
Posted 20 August 2014 - 08:52 AM
Roland, on 16 August 2014 - 09:58 AM, said:
Then make one, you have a week, and we will judge it accordingly. Maybe even PGI would vet it for the Practice area. If your that confident what is to be lost? Or is it just all "talk" around here...
Edited by Almond Brown, 20 August 2014 - 08:53 AM.
#389
Posted 20 August 2014 - 01:07 PM
Almond Brown, on 20 August 2014 - 08:52 AM, said:
Then make one, you have a week, and we will judge it accordingly. Maybe even PGI would vet it for the Practice area. If your that confident what is to be lost? Or is it just all "talk" around here...
While I agree that it's absurd that PGI spends $250k on a map that takes months (almost a full year) to do, I would also like to see someone with some talent do this. Not as a "put your money where your mouth is" type challenge, but more of a "here's my week, your move PGI" type of challenge.

#390
Posted 20 August 2014 - 01:58 PM
BLOOD WOLF, on 16 August 2014 - 08:02 PM, said:
That actually doesn't sum it up. It touches the surface but also doesn't take into account there are Legal methods to all do this and to overlook it. Even if only the terrain design and assets are created by the community and it'll drastically shorten the time period for development and release of maps to the point of just placing objectives and potentially turrets within the maps and a shortened test pass to ensure quality prior to release.
I can see the potential of not releasing their tilesets as that is material created by them, but there is a market in open source art assets. Those generally can only be used for non-profit purposes but as it's been discussed that maps don't equal profit then that may be looked into.
Or they treat it like 343Industries, Tripwire Interactive and Crytek. Release the damned tilesets with a water mark and let people make content. Cause Halo has Forge which existed on the PC versions as well as console. Tripwire licensed and used Unreal, which they included UnrealEd with all their titles released (look in the tools on steam for anything associated with Killing Floor, Red Orchestra, Red Orchestra 2) and honestly all official Crytek titles have the CryEd included with the tileset for the title you purchased to make your own content.
As it goes for other materials to get a map out the door. I can say I have extensive experience at going through the development and release of content through multiple engines and platforms and I understand the depths it takes to create, test, iterate, then finally release all sorts of content.
Honestly the pissing match over credentials on this is also kinda sad. Having experience producing a good map even as a mod counts for a lot. The resources and work inside a dev team is approached differently but in the end they should both produce a reasonable if not good product.
I will say I can't speak to the cost of producing a map within a studio, I know the process and time, and manpower required but not really the cost. But that's with creating all new art assets and building a world associated with that. There is a substantial about of work that goes into creating new assets for an environment.
#391
Posted 20 August 2014 - 02:16 PM
Halo Custom Edition was the guinea pig for the systems implemented in Halo 2+ for downloadable content.
#392
Posted 20 August 2014 - 03:10 PM
In order to cut down on costs it doesn't take a complete "ground-up" for every single map. We already have buildings and textures. We already have various ground, building, landscape, and sky textures, etc. We also have maps already designed. So instead of reinventing the wheel
every
single
time
how about taking existing maps and adding to them?
Take some of the maps (River City I'm looking at you) that are simply too small and weren't designed for 12v12 and expand them. The map itself is already built, simply add in a River City Expanded and just expand the size.
if the map is this size
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than just make it this size
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I know I say "simply" and it's a LITTLE more complex than that but it's FAR less complex and expensive to do this.
Same can be done with every other map on the small(ish) size
Then, instead of redesigning or creating, simply take pieces form the existing maps and piece them together to form a "new" map. Now not all maps would be able to do this but some maps could naturally flow well together. River city/Crimson could morph together. Canyon/Caustic could do the same.
All of this would increase the number of available maps quickly, cheaply, and most importantly, quickly.
#393
Posted 20 August 2014 - 09:07 PM
#394
Posted 21 August 2014 - 06:04 AM
Considering those elements are already built for HPG Manifold and Tourmaline... that map should be DAYUM easy to pump out with minimal time and effort.
#395
Posted 21 August 2014 - 07:18 AM
Roland, on 18 August 2014 - 02:26 PM, said:
Back in mw4, we saw the map BEFORE selecting our mech, which actually enabled much more varied builds, since different maps facilitated builds which might not have been generally useful.
While I think having all your mechs available for selection after seeing the map would just make meta builds even worse, I think having a selection of up to 4 mechs with a tonnage limit would be a huge improvement.
Of course, this wouldn't work for the pug drops as we have the 3/3/3/3 limit but in CW drops, this would easily work as there is clear defined drop leaders and most likely no 3/3/3/3 (I hope).
#396
Posted 21 August 2014 - 08:00 AM
Zyllos, on 21 August 2014 - 07:18 AM, said:
While I think having all your mechs available for selection after seeing the map would just make meta builds even worse, I think having a selection of up to 4 mechs with a tonnage limit would be a huge improvement.
Of course, this wouldn't work for the pug drops as we have the 3/3/3/3 limit but in CW drops, this would easily work as there is clear defined drop leaders and most likely no 3/3/3/3 (I hope).
Random Random.... Random map and select 4 mechs and randomly drop in one of the 4.

#397
Posted 21 August 2014 - 08:07 AM
cdlord, on 20 August 2014 - 01:07 PM, said:

Well talk is cheap. Any map made outside would need the same level of graphic leveling as the PGI one. One 1024 x 768 render don't count. It will require many available renders for all Graphic setting levels, etc etc. Stating "a week" to do one, right, sounds pretty fishy...
Btw, I will be landing on Mars next week. The "private sector" sucks at such stuff. Who needs Engineers, Rocket Scientists and 2.5 billion dollars. I built my spaceship in the basement... LOL!

#398
Posted 21 August 2014 - 08:11 AM
Sandpit, on 20 August 2014 - 03:10 PM, said:
In order to cut down on costs it doesn't take a complete "ground-up" for every single map. We already have buildings and textures. We already have various ground, building, landscape, and sky textures, etc. We also have maps already designed. So instead of reinventing the wheel
every
single
time
how about taking existing maps and adding to them?
Take some of the maps (River City I'm looking at you) that are simply too small and weren't designed for 12v12 and expand them. The map itself is already built, simply add in a River City Expanded and just expand the size.
if the map is this size
------------------------------------------
| |
------------------------------------------
than just make it this size
___________________________
| |
| |
| |
--------------------------------------------
I know I say "simply" and it's a LITTLE more complex than that but it's FAR less complex and expensive to do this.
Same can be done with every other map on the small(ish) size
Then, instead of redesigning or creating, simply take pieces form the existing maps and piece them together to form a "new" map. Now not all maps would be able to do this but some maps could naturally flow well together. River city/Crimson could morph together. Canyon/Caustic could do the same.
All of this would increase the number of available maps quickly, cheaply, and most importantly, quickly.
I do beleive that is exactly what they intend to do "when" the Art Asset Collection" is complete. Hopefully that will be completed soontm

#399
Posted 21 August 2014 - 08:14 AM
Almond Brown, on 21 August 2014 - 08:11 AM, said:
I do beleive that is exactly what they intend to do "when" the Art Asset Collection" is complete. Hopefully that will be completed soontm

I really hope you're right fella.
I, very, very sadly missed MW:LL but I've been watching lots of videos lately and I am regreting more and more about that...
Those maps, gameplay, all... We need exactly this.
#400
Posted 21 August 2014 - 08:28 AM
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