Jump to content

Just Some Beautiful Areas In Mwo Maps

Maps

46 replies to this topic

#1 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 28 February 2015 - 11:44 PM

I just wanted to start a thread to celebrate some of the really beautiful parts of MWO maps. I give the map designers a lot of flak because I don't like the maps from a gaming perspective. But from a purely artistic and immersive perspective, the maps have some nuggets of pure gold that capture everything I'm looking for in a Mechwarrior game. So I'm starting a thread to celebrate the parts of MWO maps that I really, really like.

And I'm going to try to focus on the stuff that's not really obvious, for the most part.

In no particular order.


Posted Image

It's a pity what happened to the statues in River City. Ideally, they should have been either destructible terrain or placed in such a manner that they didn't cause constant collisions. But we still have these little sculptures around the Citadel, which are a great detail. I mean those short pillars with faces on them.

People talk about minimally viable product, but PGI map designers didn't really have to put them there. The map would have looked great without them, they're more of a little treat than major eye candy.

Posted Image

In my eyes, this is another simple, but very beautiful detail. Instead of just plunking a building down on a flat concrete surface, they made some stairs and a little plaza below, shielded from the traffic on ground level. This really makes it look like this city was partially built for people (i.e. pedestrians), instead of simply being a playground for giant mechs.

Posted Image

It's hard to show this on a photograph as opposed to video, but this is a very complex structure, with a pool of water at the bottom. Again, a very nice little visual treat that goes totally unnoticed in the heat of battle. But it's cool to stop and look at.

Posted Image

This is a great spot on Mining Collective, mostly out of bounds. But for old school Mechwarrior fans, I'm sure this reminds a lot of people of old Mechwarrior games, and scenes like this. I still wish MWO had more MW2-style maps, in terms of aesthetics (not layout).

Posted Image

Some of the coolest parts of HPG Manifold - a map that is not generally praised for its beauty - are the few areas of mixed scale - where you see the transitions between large-scale structures and human scale. I would really have loved to see a lot more of that. I also really like the use of yellow light to break the monotony of a metal structure on a grey moon. I don't think they should have bathed the whole map in yellow light, like they did with Mining Collective. But a bit more colour, as seen here, would have been great.

Posted Image

When we get the next map based on HPG Manifold assets, I really hope they insert more of this stuff. These habitation units with stairs, intersections and parked vehicles are so full of character and interesting to look at. And they work really well to establish the scale of our giant mechs, to make us feel big in an otherwise desolate environment.

Posted Image

While Mining Collective is a great looking map, I really think they've done it a disservice by only having a night version and no daylight version. Furthermore, the combination of yellow-green, red and blue light all over the map really bothers me, particularly the yellow-green light. But above is my favourite part of Mining Collective, It's got a lot of nice white light and it's really easy to look at.

Posted Image

I don't know how many people notice this stuff in-game, but there's some really nice animations on Alpine where the wind blows snow off the rooftops of different structures. Some sound effects would have really sent a shiver up your spine too, but at least we have some great visuals. A nice detail I really appreciate.

Posted Image

This is my favourite part of any map in all of MWO. This is just sublime. It's got everything I look for in a Mechwarrior map.
  • Plenty of room to move
  • It has elements of small scale objects, making your mech look big by comparison. Cargo bays, trucks, etc.
  • It's easy to see where your mech can and cannot move.
  • There's a narrow platform that is clearly not meant for heavy traffic or huge battlemechs, but you can still walk there.
  • It doesn't have any poorly placed indestructible pillars or rocks to crash into. In this case, all the trucks are placed along the edge of the platform, so they provide great visual cues without being disruptive.
  • It looks real. It's like something you would see in a real city, it doesn't look like a fake backdrop.
Posted Image




Unfortunately, this part of the map doesn't get much attention. It's really pretty though. Notice the great architecture, the streets, the cars, the trees. The train station is great, and I really love the railway on Crimson Strait. I could have shown 30 pictures of it, to capture all the great details. I really wish we had a map with a railway as the center focus, with a big train station, many parked trains, tunnels, train depots, etc. Like the trainyard in Counterstrike, but roomier.

Posted Image

In some ways, this isn't a great piece of map design. It doesn't look quite as organic as other parts of Crimson Strait or River City. It's a big flat slab of concrete with buildings on top, and it's hard to imagine this as a part of a real infrastructure, with traffic, pedestrians, cargo haulers, etc. It doesn't look quite alive. But it still has some really great attributes, particularly in terms of scale. This shows that small scale urbanization with a gas station, cars, parking lots and that big garage that is reminiscent of the original MWO reveal trailer, where the garage gets smashed by the Atlas shooting the Warhammer.

Posted Image

The final pic is a weird one, I know. But I really love the snowy roads on Alpine. I wish they were a more central part of the map. You don't notice them too much when you're playing, I think, but they do cover some long distances. They remind me of playing in sandboxes as a kid, and making long roads in the sand, using the wheels of toy trucks. And then you'd make the sandbox into some big industrial zone, where trucks would follow the roads to pick up sand from the diggers and dump on the other side of the sandbox. Erm... anyway. I like these roads. (And I like sandboxes)

Anyway, I don't know if this was in any way interesting or entertaining. But I felt like making a little positive appreciation thread.

One of the things that really gets me excited about PvE is the ability to play the game slow and take the time to enjoy the beauty of mechs in lovely surroundings. When playing MWO, you rarely have time to stop and appreciate the aesthetics outside the testing grounds. So, really looking forward to PVE in 2016, hopefully.

Edited by Alistair Winter, 06 May 2015 - 12:38 AM.


#2 the hedgehog

    Member

  • PipPipPip
  • 80 posts

Posted 28 February 2015 - 11:47 PM

The maps are beautiful and have some awesome designs.

Too bad they have horrible layout that completely drive games into one area.

#3 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 28 February 2015 - 11:57 PM

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

#4 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 01 March 2015 - 01:10 AM

Now if we could destroy or damage that pretty terrain.

#5 Onmyoudo

    Member

  • PipPipPipPipPipPipPip
  • The Scythe
  • The Scythe
  • 955 posts

Posted 01 March 2015 - 01:42 AM

Great thread, Alistair.

#6 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 01 March 2015 - 01:50 AM

View Postthe hedgehog, on 28 February 2015 - 11:47 PM, said:

The maps are beautiful and have some awesome designs.
Too bad they have horrible layout that completely drive games into one area.

Yeah, there are so many pretty and fun areas on these maps that basically never see some action. Probably several square miles on Alpine where I've never had any fights, except if the last guy decides to run away and make us chase him along the borders.

View PostSean von Steinike, on 01 March 2015 - 01:10 AM, said:

Now if we could destroy or damage that pretty terrain.

Yeah, at least the cars. It wouldn't even have to impact the game at all, we wouldn't even need any AOE explosions or anything like that. Just make the cars and trucks explode when they're stepped on or fired through.

#7 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 01 March 2015 - 04:31 AM

This is one of my favourite spots
Posted Image

And here's another
Posted Image

#8 Oppi

    Member

  • PipPipPipPipPipPip
  • 372 posts
  • LocationCologne, Germany

Posted 01 March 2015 - 05:17 AM

Some of those pics (crimson strait ones mainly) only serve to remind me that mechs have really been made far too tall in this game. The smallest Mechs are around 6-7 meters high, so a locust shouldn't be much taller than twice the height of a truck.

But other than that, the maps truly are beautiful, there's no denying that.

Edited by Oppi, 01 March 2015 - 05:21 AM.


#9 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 01 March 2015 - 05:27 AM

View PostTroutmonkey, on 01 March 2015 - 04:31 AM, said:

This is one of my favourite spots
Posted Image


If you go through to the other side of the tunnel, don't let your parents eat the food, because it's cursed and they'll turn into pigs and you'll have to work for a witch and stuff.

Some more of my favourite spots:

Posted Image

While they're unfortunately not destructible, I do love these trees and traffic lights.

Posted Image

This is another cool detail. I like that it's in the open, so collisions aren't much of an issue.

Posted Image

This is very pretty, and I like the way the platform is modelled as a cargo loading area. But those white masts / poles are in a terrible position. Would have been better to put them either in a big open space or right next to a building, touching the wall, so collision wasn't an issue.

View PostOppi, on 01 March 2015 - 05:17 AM, said:

Some of those pics (crimson strait ones mainly) only serve to remind me that mechs have really been made far too tall in this game. The smallest Mechs are around 6-7 meters high, so a locust shouldn't be much taller than twice the height of a truck.

But other than that, the maps truly are beautiful, there's no denying that.

I believe the Locust is pretty tall in lore though. In fact, I think most if not all light mechs have been shrunk in MWO, for balance. Or maybe the assault mechs are just incredibly big compared to lore. But the Locust is supposed to be very tall, on long legs, from what I've seen.

#10 Oppi

    Member

  • PipPipPipPipPipPip
  • 372 posts
  • LocationCologne, Germany

Posted 01 March 2015 - 06:18 AM

View PostAlistair Winter, on 01 March 2015 - 05:27 AM, said:

I believe the Locust is pretty tall in lore though. In fact, I think most if not all light mechs have been shrunk in MWO, for balance. Or maybe the assault mechs are just incredibly big compared to lore. But the Locust is supposed to be very tall, on long legs, from what I've seen.


Maybe the Locust was a bad example and mech sizes compared to each other are all wrong as well, but a modern day truck is around 3-4 meters high (rough estimation), so even the talles of mechs shouldn't be more than 3-4 times taller than a truck.

Edited by Oppi, 01 March 2015 - 06:19 AM.


#11 SoukouKiheiVOTOMS

    Member

  • PipPip
  • Survivor
  • Survivor
  • 43 posts

Posted 01 March 2015 - 06:43 AM

Many areas, as shown above, are actually very nice in design and give a nice feel to the combat. I love Crimson Strait and Viridian Bog, which are designed very nicely.
The issue I have with most maps is the scaling, which really do bother me. I really feel as though our mechs should not be as big as they are in some maps. If they made proper scaling, then the battles would feel more realistic:
1. You can actually use more cover from buildings effectively as an assault or heavy mech.
2. Smaller objects we often get snagged on are now more noticeable, we can actually avoid them.
3. Empty plains such as in Alpine and Tourmaline would be more vast, allowing for much more open space to work with and they may be strategic. Teams would try to use these areas to trap enemy teams and launch a barrage of ballistics and LRMs.

There are probably more factors to consider, but I honestly would love for PGI to fix the scaling on maps. Yes, we argue about other issues in the game such as MM, TTK, GH, LRMs, but I honestly feel properly scaled maps would create a certain consistency that players could get used to. By doing so, you get a feel of how "big" you are in an assault in comparison to maps, which you can become fully aware of in any situation and use it to your advantage. I mean honestly, you enter a place such as Mining Collective, and in a Direwolf, you don't actually feel that massive which can get you killed. But in a map such as River City, you get annihilated because you forget how big you actually are in comparison to the buildings once LRMs rain on you.

Also, the more beautiful the map, the more you can feel engaged with the game. In Viridian, I really do feel as though I am in a jungle with all that detail and I automatically get this sense of having to use some guerrilla tactics to combat the enemy team.
Where as in Tourmaline, I clearly get the sense and feeling of a vast desert where you MUST take care of your heat and you better get out of those open spaces quickly or get ambushed from a lance of that small dune.

I guess this what I had to say, hope I made sense!

#12 Darlith

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 348 posts

Posted 01 March 2015 - 09:04 AM

View PostOppi, on 01 March 2015 - 06:18 AM, said:


Maybe the Locust was a bad example and mech sizes compared to each other are all wrong as well, but a modern day truck is around 3-4 meters high (rough estimation), so even the talles of mechs shouldn't be more than 3-4 times taller than a truck.


Yeah that sounds about right
Commando is 9m
Enforcer is 12m
Grasshopper is 14m
Banshee is 15.2m

And most mechs within a size catagory vary little from that general height an Atlas for example is about 16m probably. Which means of course the size differences in MWO are so far off it's laughable, but they probably did it to make people not familier with the series a bit more comfortable with the sizes. You are in a big stompy robot you want to crash cars beneath your feet like ants, you want your assault mech to tower over those puny lights (right before they chew your back out while you despretely try to hit them)

Some of those images have some nice details to them. Oddly some of them put me in mind of a sandbox game before the programmers drop in all the people and cars.

#13 Spawnsalot

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 352 posts

Posted 01 March 2015 - 10:51 AM

View PostVassago Rain, on 28 February 2015 - 11:57 PM, said:

Posted Image



#14 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 01 March 2015 - 10:58 AM

Imagine if the early maps had all been like crimson and viridian.

Sure, they're not perfect, but they're fun, and neither one looks outright bad. It would have been a great starting point, instead of the (boatless) forest colony.

Speaking of old stuff, here are some vintage MWO screenshots from closed beta and early open beta.

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Edited by Vassago Rain, 01 March 2015 - 11:01 AM.


#15 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 13 April 2015 - 04:21 PM

Part deux


Some good stuff from the latest CW maps. Except Sulfurous Rift, because.... well, you know. It's a bit icky.

Posted Image

I really, really love the atmosphere in this map. It reminds me so much of the scene from Alien (1979) when they find the wreckage of an old alien space ship on a planet ravaged by winds. It's also one of the few maps that has the sound of strong winds as an ambient sound, which really creates some great atmosphere between the waves, as you're waiting for the next engagement. I wish Alpine had the same sound effect.

Posted Image




Posted Image

This one is a bit bitter-sweet for me, because when I heard the introduction to Grim Portico, it was explained along the lines of "will you dare to move away from cover and into the open". But that's not really an option. The open landscape that is, sadly, out of reach, really reminds me of the old Mechwarrior games and their vast, open vistas.

Posted Image

Although the map makers have taken a little technical shortcut (the reflections aren't actually real reflections), presumably to make the map run easier on our computers, I still really like these frozen, green lakes. It looks really badass when mechs are standing on top of them.

Posted Image

One thing I discussed in another thread is the use of color themes on maps. Specifically, matching colours. While some maps either have clashing colours (Mining Collective) or mostly just many shades of the same colour (HPG Manifold, Viridian Bog), Hellebore Springs has a beautiful contrast between the brown and yellow canyons and rivers, and the alien purple flora.

Posted Image

It's hard to show with pictures, but the way this river lights up when seen from certain angles is just beautiful.

Posted Image

Here I come back to an element I described in the OP, when talking about Crimson Strait. Establishing scale, combining different scales without making a messy scene where mechs get stuck. Just some really nice buildings with some small scale garage doors and some trucks outside. Notice that there's enough room that the mechs won't easily get stuck between buildings and trucks.

Posted Image

This is a weird little detail, but I'm all about the details. PGI mapmakers didn't really have to waste so many polygons on these damaged tank traps. But they did. And I really appreciate that.

Posted Image

No, this isn't about the orbital cannon, although it's very pretty. It's more about the layers PGI often uses to design buildings. They're not just blocks with pretty blocks stuck on top. Many of them have walls that reveal a more complex structure underneath. It's really cool.
Also note the subtle colour match of yellow details contrasted with a relatively blue map. These yellow details also appear on Grim Portico, where they nicely contrast the purple-blue surrounding rocks.

Posted Image

Another great detail in buildings. The cargo-loading gives us some small-scale details without making stuff that our mechs can get stuck on. Also note the partially open garage, through which you can peak at garage inside. Too small for my Mist Lynx, sadly.

Posted Image

Not much to say. What a gorgeous map.


Posted Image

We return to my point of interesting contrasts and the use of colour. Here we see the contrast between a blueish green grass and some alien red vegetation. Very unusual, but it works great. Green and cyan are on the opposite side of red on the colour wheel, which helps explain the interesting contrast.

Posted Image

The warm colours on the sky also provide some interesting contrast with the green vegetation, and it fits the overall color theme on this map. And the idea of dropping mechs from Leopard dropships into the water just outside the shores is sublime. Unfortunately the water effects in this game are a bit simplistic, but you can just imagine how it would realistically look when you drop 100 ton mechs from dozens of meters into the air, into these beautiful waters. My only complaint is that the water isn't deeper. Imagine the sight of mechs staggering up from the deep waters like the awakened spawn of Cthulhu. With TAG laser targeting activated.

Edited by Alistair Winter, 14 April 2015 - 02:05 PM.


#16 Felbombling

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,980 posts
  • LocationVancouver, BC

Posted 14 April 2015 - 09:41 AM

Yes, some really nice maps in the game. Such a shame that they are so constricted in scope. I'd love to be using every square meter of terrain in the game, if they'd just give us a reason to explore and move in a more tactical manner to flank, gather intel, etc.

One thing I will say. The buildings are too perfect... too square generally. I don't think any of them have imperfections in the line of a roof, the shape of a door jam, a dent... anything. I really notice that in the docks area on River City. Every warehouse edge is straight as an arrow perfect. No sense of weathering or use or aging. Not a dent from an accidental truck backing up to a doorway. If I had one complaint, that would be it. The buildings seem TOO perfect.

Edited by StaggerCheck, 14 April 2015 - 12:26 PM.


#17 Scout Derek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,016 posts
  • Google+: Link
  • Twitch: Link
  • LocationSomewhere where you'll probably never go to

Posted 14 April 2015 - 10:46 AM

Same Damn fine Screenshots there, wondering if you could make a video collage of scenery...

#18 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 14 April 2015 - 11:14 AM

View Postthe hedgehog, on 28 February 2015 - 11:47 PM, said:

The maps are beautiful and have some awesome designs.

Too bad they have horrible layout that completely drive games into one area.

It’s the -maps- fault? 20 maps later (or however many we have) and it’s still the maps fault??

Sorry, but no. Maps have advantage points, and they direct the flow of traffic, but we could have 100 maps and it wouldn’t make a difference. 1000 even. We could have PLAYER MADE maps and it still wouldn’t make a difference. WHY?

The real reason why people bunch up is because gameplay is stagnant. Everyone balls up not because the map forces them to, it's the gameplay that does. It's the nature of MWO - the single game modes, the PPFLD, the game modes that all revolve around eliminating the other team. There’s no point in scouting. There’s no Escorts. There’s -very rarely- any 1v1 or 2v2’s going on in the corners of the map, and that’s all thanks to the fact that there’s more strength with numbers, and numbers win you the game. But lets not forget the fact that there's nothing in the corners of the map to actually give people a reason to even be there.

Here, take Alpine map,
KILOMETERS of open space. It’s Huuuuuuuuuuuuugge… But we all play on one mountain? PGI has literally moved the lances up across the entire map, but everyone still runs towards each other and then sits around and waits for the other team. And that’s not just alpine. EVERY map.

The issue lies in the fact that there's no reason to split from your team unless you're organized enough to do an effective flank. That’s not just true for your team, it’s true for BOTH teams. There’s no reason for either team to split up. So one team balls up because they know the other team is.

If you do split, you better hope that you guys are organized and the other team of 12 doesn’t catch on that they’re only fighting 6 mechs, and realize the other 6 are 1.5km away trying to sneak in for a flank attack.

Edited by MoonUnitBeta, 14 April 2015 - 11:20 AM.


#19 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 14 April 2015 - 12:49 PM

I have never seen those faces in the first screenshot. And I have no idea where the area in the first Alpine screenshot is supposed to be.

#20 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 14 April 2015 - 01:31 PM

View PostScout Derek, on 14 April 2015 - 10:46 AM, said:

Same Damn fine Screenshots there, wondering if you could make a video collage of scenery...

That's not a bad idea. I will have a think about that.

View PostMoonUnitBeta, on 14 April 2015 - 11:14 AM, said:

It’s the -maps- fault? 20 maps later (or however many we have) and it’s still the maps fault??
Sorry, but no. Maps have advantage points, and they direct the flow of traffic, but we could have 100 maps and it wouldn’t make a difference. 1000 even. We could have PLAYER MADE maps and it still wouldn’t make a difference. WHY?
The real reason why people bunch up is because gameplay is stagnant. Everyone balls up not because the map forces them to, it's the gameplay that does. It's the nature of MWO - the single game modes, the PPFLD, the game modes that all revolve around eliminating the other team. There’s no point in scouting. There’s no Escorts. There’s -very rarely- any 1v1 or 2v2’s going on in the corners of the map, and that’s all thanks to the fact that there’s more strength with numbers, and numbers win you the game. But lets not forget the fact that there's nothing in the corners of the map to actually give people a reason to even be there.

I partially agree with this. Even though I do fault the mapmakers for making so many dominating terrain features, I also sensed that PGI mapmaker Thad Jantzi was a bit miffed that his maps weren't getting more variation through game modes, spawn points, conquest base distribution, etc.

It's not Thad's fault that most of the bases in a game of conquest on Alpine are in a fairly close cluster, for example. Presumably because PGI wanted "a big and nice brawl", instead of a match that relied on speed, scouting and smaller engagements. And like I suggested in this thread, there are things you can do to a] let people fight in the less seen areas of the maps and b] create smaller engagements around the map, instead of the same deathball on H9 hill.

So yeah, I do think whoever is responsible for game modes, spawn points and base position is at least partially to blame. It's also a real pity that we don't have random spawn points on huge maps, or even random base locations. It would certainly help keep the game fresh and provide some variation.

And if this game had random weather conditions on each map (fog, rain, snow, sunlight, etc) and different light settings (dawn, daylight, dusk and night), combined with random spawn points, then light mechs would often be vital in order to locate the enemy. Or locating the enemy base in a game of Assault.

<sigh> That would be pretty cool.

View Postzagibu, on 14 April 2015 - 12:49 PM, said:

I have never seen those faces in the first screenshot. And I have no idea where the area in the first Alpine screenshot is supposed to be.

It's near K5, I think.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users