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Give Us This Map For A Cw Map


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#1 CoffiNail

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Posted 31 December 2014 - 12:23 PM

Posted Image

We could use this. Left would be Dropships for attackers. Right is main Defender base. Center base is main forward post for Defender Base possible capture point for Defender base turrets. Center is no spawn point. Top and bottom are capture Bases that start in the Defender's hold. Top and Bottom hold north and south gate gens for defender base.

This is a MechWarrior Living Legends map, imo one of the best maps they put out. It was almost always in server drop lists. I think a map like this would go over very well with Community Warfare and gives more to than just blowing up those orbital guns.

Also...

Let us, the community develop maps, moderate and vote on said maps, and increase your map pool without burdening your other aspects of the project.

Thank you.

Also, Happy New Year! Op:Revival 3050!

#2 Pariah Devalis

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Posted 31 December 2014 - 12:31 PM

The idea of separating base assets goes a long way to incentivizing mobility and actual combat. The idea of mixing game types within one mode also plays well, with the various game modes in rotation in public queue acting as a sort of tutorial. For example, using coffi's map above?

Making the center point a conquest style point capture location to control (or disable) the base turrets would be fantastic. Say it starts off in defender control, buf if captured by enemy mechs the turrets are disabled. The defenders could recapture the base to reactivate them.

Making the north and south distinct gates approaches to the base means attackers have choices insofar as attack angles, while forcing the defenders to dedicate themselves more to defending one approach path or another. Meanwhile, having the main turret generators scattered between two bases + the main turret base means that swarming one location just will not work, and forces the attacker to either split up or maintain a functional push through to the various generators.

Couple that with slower spawning periods for the defenders, making them spawn once every 60 seconds as opposed to once every 30. This puts a real reason on the attackers actually fighting. With 30 second spawns, there is little reason to kill the enemy if they just respawn right in front of you in a fresh mech in a few seconds. But by having more difficult objectives to rush and an enemy that you can legitimately put out of the fight for a significant period of time that you can use to actually engage the objectives, there is a real reason to actually fight the enemy.

You end up with a much more interesting, much more dynamic mode of play.

#3 Iqfish

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Posted 31 December 2014 - 05:03 PM

All of my support!!

10 minutes for a snow map.



Now create this map, please, I want to play it, bad, very bad.

#4 CoffiNail

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Posted 31 December 2014 - 05:18 PM

View PostIqfish, on 31 December 2014 - 05:03 PM, said:

All of my support!!

10 minutes for a snow map.



Now create this map, please, I want to play it, bad, very bad.

I know.



This did not take me too long in sandbox 2 for Crysis/MW:LL mod. Yeah it is pretty basic, but the ability of sandbox is quite decent when you get the hang of it... plus I am sure that unlike sandbox 2, sandbox 3 does not crash every 30 min! (ohh that was frustrating!)
Sandbox is a great tool, and I think through the community it could churn out some high quality maps, and even figure out some issues PGI has not solved or solutions. Making a basic map is easy in sandbox, even placing assets is not too difficult. Ironing out the maps for playablitiy is another thing. Even if community members submitted maps for PGI's mappers to play through, or even PGI's team itself.

Say every second Thursday afternoon is set aside to running through a couple dozen selected/voted community maps. PGI can select one or two maps that meet a base line structure and viola! A half-leg work done map. Now they just need to iron out the details, make sure the map is balanced properly and give it a few LOD/etc passes.

Edited by CoffiNail, 31 December 2014 - 05:19 PM.


#5 Iqfish

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Posted 31 December 2014 - 05:35 PM

View PostCoffiNail, on 31 December 2014 - 05:18 PM, said:


Say every second Thursday afternoon is set aside to running through a couple dozen selected/voted community maps. PGI can select one or two maps that meet a base line structure and viola! A half-leg work done map. Now they just need to iron out the details, make sure the map is balanced properly and give it a few LOD/etc passes.


That looks good! And yea, the placement of PGIs assets into the Sandbox is pretty easy.

We have this thing called "public test server", which they didnt use since january. You could throw these selected maps into the PT server to send the ones who are not balanced/playable back for overhaul to the maker and the ones which are good are sent to PGI.

#6 Thunder Child

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Posted 31 December 2014 - 06:30 PM

Shameless Bump, for new and Awesome CW maps.

#7 Pariah Devalis

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Posted 01 January 2015 - 09:50 AM

Would be fantastic for community maps to make some sort of presence. Sure, there would be a ton of work for PGI to do as far as making sure it works as intended in the actual client, but it has got to be easier than doing 100% of the work, right? Or, at least, frees up the modelers somewhat to work on other maps, while QA teams dissect the submitted ones.

#8 Spare Parts Bin

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Posted 01 January 2015 - 09:59 AM

I like this map and something else other than attack/defense.

#9 Calamus

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Posted 01 January 2015 - 11:51 AM

I agree. thats a bad ass map.

#10 xX PUG Xx

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Posted 01 January 2015 - 12:07 PM

That kind of open map promotes mobile fighting, rather than getting held up at choke points and it turning into a snipe/lrm war. II would plus 2 or 3 it if I could :D

#11 CyclonerM

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Posted 01 January 2015 - 12:12 PM

Another +1 for community maps!

#12 IraqiWalker

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Posted 01 January 2015 - 06:26 PM

View PostPariah Devalis, on 01 January 2015 - 09:50 AM, said:

Would be fantastic for community maps to make some sort of presence. Sure, there would be a ton of work for PGI to do as far as making sure it works as intended in the actual client, but it has got to be easier than doing 100% of the work, right? Or, at least, frees up the modelers somewhat to work on other maps, while QA teams dissect the submitted ones.


Several devs have mentioned before that they want to get a form of community creations set up. So that the community can create maps for the game, possibly even cockpit items. However, I believe it's not high on their priority list right now. They are also worried about some hidden exploits, and very unbalanced maps. I honestly think that it can all be done if they just give us a place to submit creations, and the ones that get voted on for that wee/month/time period get tested by them for a couple of weeks before being vetoed or entered into rotation.

It would expand the game greatly, and quickly.

Also, remember: I'm just stating what I have heard from them a long time ago on this subject. No one needs to debate the merits of adding free of cost content creation with me. Or possibly even with them. I think PGI would be happy to get paid while we do a big chunk of their game for them.





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