Map Variations
#1
Posted 21 June 2012 - 04:13 AM
As a non-beta tester(sob), I was wondering as to the variation of the maps in multi-player? So far in the videos all I have seen are non urban maps. As a fan of urban combat, I'm wondering if we will be fighting in cities?
#2
Posted 21 June 2012 - 04:16 AM
The buildings are not closely packed togheter so i can't really call it an urbanmap.
And yeah i'm a fan of tightly packed buildings on maps.
#3
Posted 21 June 2012 - 04:19 AM
#4
Posted 21 June 2012 - 04:37 AM
support@mwomercs.com
Edited by Grimjax, 21 June 2012 - 05:39 AM.
#5
Posted 21 June 2012 - 04:42 AM
Chili
#6
Posted 21 June 2012 - 05:18 AM
#7
Posted 21 June 2012 - 05:20 AM
#8
Posted 21 June 2012 - 05:22 AM
#9
Posted 21 June 2012 - 05:24 AM
How would you guys like to have "battles" over a particular planet, would you want the same map to be used on the same planet every time? I.E. Scrub Planet 1 always has the river map, Border World 2 always uses a city map etc.
Even if they only have a half dozen maps I would like the challenge of learning a new map when invading a new planet. Eventually we'll learn them all but having unique maps on a per planet basis would be a draw for me. Not every scrub world of course, but maybe some key planets share a map not used on border worlds etc.
#10
Posted 21 June 2012 - 05:33 AM
If I remember right MPBT 3025 used a random terrain generator to create it's maps? admittedly there wasn't much to those but the tech has moved on a bit since then
#11
Posted 21 June 2012 - 05:22 PM
but i gotta say if there isnt a city map that criss cross very tight space with maybe a park somewhere i will be very dissappointed
im talking point blank and even a few 1 mech alley's for the sneakier of the bunch
#12
Posted 21 June 2012 - 05:35 PM
#13
Posted 21 June 2012 - 05:41 PM
Helvetica, on 21 June 2012 - 05:22 AM, said:
you clearly don't understand anything about game design. you hear things like procedural generation and random placement and you think wouldn't that be great, if it was implemented across the board?
i'm sorry, but that would completely destroy gameplay for a game like this. obviously terrain and any obstructions will have to be thoughtfully placed manually by artists to ensure that it looks natural and believable, and by map designers who have to ensure that it plays well and doesn't give any one side an unfair advantage.
#14
Posted 29 June 2012 - 11:42 PM
- Destructible buildings (collapsing a building to clear LOS)
- The Ability to hide within a Hollowed out building(Hunchback ambushes would be vicious)
- Possibly weight limit for certain buildings roofs(A really light jump-mech could get a quick vantage point)
Running gun wars in a city would be great, and would really allow the AC20(and other ammunition based weapons) get its value for money. Because a heat signature and heavy energy load-out will paint you as a target on most radar.
Come on august! Please release before i'm back in college:-)
#15
Posted 29 June 2012 - 11:50 PM
#16
Posted 30 June 2012 - 12:15 AM
Looking forward to seeing what else is in their pipeline.
#17
Posted 30 June 2012 - 01:49 AM
Quote
Russ Bullock: Far too much J. The amount of work that goes into building a level for today’s games has changed drastically in the last 10 years. The detail level required to reach the potential of today’s GPU’s and engine technology can be staggering. Luckily we have a skilled set of artists and level designers up to the task. Even with a healthy team of developers working on a single map, it can still take several months to complete to a testable level. In short, the team first concepts a map multiple times, then works on a rough outline of grey block version. Once everyone is happy with how the map plays, the artists are free to start creating all the assets to populate and beatify the level. I’m sure we will be working on at least a couple maps for MWO at any given moment for years to come.
No harm in submitting your ideas but don't expect new maps to appear every other week.
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