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More Mechwarrior Styled Maps


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#1 Lightfoot

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Posted 17 October 2014 - 06:46 PM

All the recent maps have been designed like an Unreal or Quake map level. The whole map is just one terrain or set type. The exception is Crimson Straight. MechWarrior maps have varied terrain when best. Battlemechs Recon in Force, Search and Destroy, Assault. So a map where the terrain changes from place to place supports this type of missioning the best. Like you start at your Dropship and travel down a ravine or hills to the Mech Factory. That sort of thing.

#2 XtremWarrior

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Posted 18 October 2014 - 04:28 AM

Damn, i never thought about asking for this...
Very good idea, sir.

#3 Spiegal

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Posted 18 October 2014 - 06:41 AM

I have thought of this for a while! There is a real chance to capitalise on the previous mechwarrior installments for team based scenarios.

Assaulting bases shouldn't feel like a tacked on addition to conquest game modes. Sticking a few turrets around a pretty looking but ultimately pointless base.

Give us a dropship extraction mission where you have to escape to a waiting Overlord Dropship and stay within range for a couple of minutes while they prep for take off. The attacking team win if they destroy your team or the Dropship.

Raids on enemy facilities, attacking escort targets, anything with more than the current boring game modes.

There is so much material to choose from and make scenarios out of! Having two teams pound each other round after round is cool for a while but gets very boring very quickly.

It's a waste of the IP to leave it as a meaningless teamstomping match. It may as well not even have the Mechwarrior name attached if S&T don't intend on making it the story driven experience it has always supposed to be.

#4 Lightfoot

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Posted 18 October 2014 - 09:51 AM

More mission oriented gametypes would be cool. Defend the Dropship comes to mind very often. More complex ones would be steal some secret data download or weapon from one of several possible sites on the map and make it back to the dropship. I am thinking of MW2 Mercenaries opener of course......




poor old Zeus.

#5 RadioKies

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Posted 18 October 2014 - 03:05 PM

View PostJTSR, on 18 October 2014 - 02:33 PM, said:

i would really like an escort mission

Just like Murricans Army the UnrealEngine based game, where you have a random player be the VIP that starts off with only 1 magazine and ~20% HP.

#6 Lily from animove

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Posted 18 October 2014 - 03:48 PM

The issue is, you can't simply

View PostLightfoot, on 18 October 2014 - 09:51 AM, said:

More mission oriented gametypes would be cool. Defend the Dropship comes to mind very often. More complex ones would be steal some secret data download or weapon from one of several possible sites on the map and make it back to the dropship. I am thinking of MW2 Mercenaries opener of course......




poor old Zeus.



women, instead of ejecting she talks.

#7 Jarl Dane

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Posted 18 October 2014 - 04:47 PM

Yeah! Move away from the arcade style matches, where you just drop and fight and more towards larger combat zones with more possibilities.

Ideal would be a persistent (or semi-persistent zone) in CW that had multiple drops and battles on it as the day went on.

#8 XphR

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Posted 18 October 2014 - 06:30 PM

View PostRadioKies, on 18 October 2014 - 03:05 PM, said:

Just like Murricans Army the UnrealEngine based game, where you have a random player be the VIP that starts off with only 1 magazine and ~20% HP.

Credit where credit is due, Counter-Strike was already running VIP missions when the first AA came to round to play recruiter.

#9 Surn

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Posted 18 November 2014 - 08:34 PM

Surn from the Mechreg here... I developed most of the MW2 maps into MW4 and have lots of heightmaps, texturemaps and high resolution terrain... not to mention a database of thousands of players and a galaxy sized map with variable sector planets.

When MW4 died, I stopped developing for it, but I have been programming and am a Microsoft Application Development Partner. I don't know anything about CryEngine, but I did figure out how to make high res maps with multitextures, flowing water, etc for mw4.

Further, I developed an auto posting league mission play server, with bots that were controlled by the planetary database. Basically, you entered a battle number and the server would figure out who your opponents were and generate a match, if noone was available, bots were used. This was required because the galaxy in the mechreg, when including planetary sectors.. was massive. Here is one planet.. terra... http://homeworld.mec...a&planetid=1263 (excuse the 2005 tech)

If you guys want maps, I can give you a huge head start .. as I made dozens... including some used in Mekteks map packs.... including MR Pyramids Pro, MR Bloodpit Pro, .... a full list is available at the old mechreg site... at http://www.mechreg.org/missions.asp


Here is a big base texture file for Pyramids Pro... I used it as a desktop background now...(original is 4880x3344) Posted Image

#10 MW Waldorf Statler

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Posted 09 February 2015 - 10:38 AM

View PostMechregSurn, on 18 November 2014 - 08:34 PM, said:

Surn from the Mechreg here... I developed most of the MW2 maps into MW4 and have lots of heightmaps, texturemaps and high resolution terrain... not to mention a database of thousands of players and a galaxy sized map with variable sector planets.

When MW4 died, I stopped developing for it, but I have been programming and am a Microsoft Application Development Partner. I don't know anything about CryEngine, but I did figure out how to make high res maps with multitextures, flowing water, etc for mw4.

Further, I developed an auto posting league mission play server, with bots that were controlled by the planetary database. Basically, you entered a battle number and the server would figure out who your opponents were and generate a match, if noone was available, bots were used. This was required because the galaxy in the mechreg, when including planetary sectors.. was massive. Here is one planet.. terra... http://homeworld.mec...a&planetid=1263 (excuse the 2005 tech)

If you guys want maps, I can give you a huge head start .. as I made dozens... including some used in Mekteks map packs.... including MR Pyramids Pro, MR Bloodpit Pro, .... a full list is available at the old mechreg site... at http://www.mechreg.org/missions.asp


Here is a big base texture file for Pyramids Pro... I used it as a desktop background now...(original is 4880x3344) Posted Image

Nice to see here MechReg Sum :D I´m love you maps ...created self many Maps for MW4 (High Castle,Hillfort,Golgatha,Taurus City,New Arizona,Wotans Fjord etc etc )

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Edited by CSJ Ranger, 09 February 2015 - 10:39 AM.


#11 MW Waldorf Statler

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Posted 09 February 2015 - 10:44 AM

in the moment working for a schematic Concept Art of my Idea for a CW Map with the SC II Editor...

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#12 Surn

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Posted 11 March 2015 - 12:52 AM

I love it man! This is the type of stuff we need!

#13 April Showers

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Posted 11 March 2015 - 02:23 AM

love the idea of larger maps - most still from 4 vs 4 and 8 vs 8 times.

would love a huge city with rolling hills, river going thru, tunnel systems and stuff.. maybe a forrest on one side, too.

or something like a cliff with tunnels by a chain of islands with full dive water, beaches and reefs. perfect to beach a direwhale and look for targets. stuff where shutdown-wait-powerup playstyle is useful again - current matches favour cold hard suicidal play, FPS style - a lot of players dont play tactics or strategy in here, quick kill is what counts appearantly... and "behave-like-a-a.-hole"-events make it worse atm. where is the use of scouting in those maps ? target practice ?

#14 XphR

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Posted 11 March 2015 - 07:28 AM

Most people will immediately call out your location removing any shot you had at a quick powerup attack on the last man in the line.

The dead should not be able to talk to the living, even more so the dead of one side should not be able to talk to the living opposition.





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