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River City 2.0


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#1 Sigilum Sanctum

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Posted 06 June 2015 - 07:42 PM



Are we not going to talk about the completely amazing redo of River City? Holy jesus I'm excited.

#2 Elizander

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Posted 06 June 2015 - 07:46 PM

We are all too jaded and apathetic and in deep depression and rage due to things not being done exactly as we want it done. :ph34r:

That said, the screenshots look good. :)

Edited by Elizander, 06 June 2015 - 07:49 PM.


#3 LordKnightFandragon

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Posted 06 June 2015 - 07:48 PM

Yeah, that map redo will breathe new life into that map. It seems they got a clue about map design and really improved that one. I await their changes to Forest COlony, currently, I hate that map with an undying passion....

#4 Waffles 2pt0

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Posted 06 June 2015 - 08:57 PM

Fights may still revolve around the big ass citadel. Get it ... Revolve ... NASCAR ... Bwuhahahahahaha

Edited by S Morgenstern, 08 June 2015 - 09:53 AM.


#5 Johnny Z

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Posted 06 June 2015 - 08:59 PM

Looks awsome. They are going so slow with adding features but this looks great. 3rd Mechbay edition doesnt count as a new feature. But this map does look amazing. Trying to stay positive here. :)

#6 Nathan Foxbane

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Posted 06 June 2015 - 08:59 PM

They removed the yellow filter and it is freaking gorgeous.

#7 TyphonCh

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Posted 06 June 2015 - 09:04 PM

What I want to see is another overhead view showing the out of bounds. I'm curious to see if they have expanded that southern spawn area

#8 Johnny Z

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Posted 06 June 2015 - 09:05 PM

View PostTeam Chevy86, on 06 June 2015 - 09:04 PM, said:

What I want to see is another overhead view showing the out of bounds. I'm curious to see if they have expanded that southern spawn area


The whole thing is changed. Using dropships and maybe even trees and stuff that fall over and act as cover. Also time of day of some sort.

Edited by Johnny Z, 06 June 2015 - 09:06 PM.


#9 bnw15

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Posted 06 June 2015 - 09:08 PM

Do I see destroyable trees?

#10 TyphonCh

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Posted 06 June 2015 - 09:15 PM

View PostJohnny Z, on 06 June 2015 - 09:05 PM, said:


The whole thing is changed. Using dropships and maybe even trees and stuff that fall over and act as cover. Also time of day of some sort.


I knew that. I'm on my phone, mobile unfriendly site lol...I don't feel like finding the initial thread, but If you remember they gave us a preview and screenshots, and an overhead battlegrid view. Everyone agreed the spawn area in the south east with the two random passages was a waste of space. once you dropped you had no reason to go back. I'm hoping it got opened up a bit

#11 Sarlic

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Posted 06 June 2015 - 11:00 PM

I'm curious and skeptical.

Map looks good. I am really hoping to see all kind of gameplay. Brawlers, etc etc.

And no more centralised long range spam. That would be ideal.

#12 MoonUnitBeta

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Posted 07 June 2015 - 01:20 AM

It looks so good. I'm really excited to try it out.

PGI has come quite a ways with what they can do.

I'm really looking forward to the forest colony remake now.
Didn't think PGI would take things this far!

#13 StraferX

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Posted 07 June 2015 - 03:57 AM

I have high hopes that this new trend of re vamping the old maps turns this game around. My biggest fear is that this only places spawn points farther apart and every one continues to migrate to the same citadel location and make 5 minutes of circle shootout.

#14 LordKnightFandragon

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Posted 07 June 2015 - 05:13 AM

View PostS Morgenstern, on 06 June 2015 - 08:57 PM, said:

Fights will still revolve around the big ass citadel. Get it ... Revolve ... NASCAR ... Bwuhahahahahaha



Thats cuz there is no reason to go anywhere else. THis will open up more of the map to flanking and stuff, but in the end, the fights revolve around the middle cuz everyone wants in the fight, and the middle just seems like a sensible place, given the lack of anything else to do. If only trying ot go alone didnt equal instant death, you might see a dispersion of hte deathball and more flank moves by lights and heavies.

#15 Alistair Winter

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Posted 07 June 2015 - 05:15 AM

It does look a lot better, but I'm worried that it won't be very fun to play, because they just expanded the map in every direction while keeping the Citadel in the center. River City is one of the most boring maps for me, because most matches just end up being a circle dance around the Citadel. Hopefully the new rocks in the river near the bridge and the new extended docks will make it easier to flank, so both teams don't end up hugging the Citadel on opposite sides as before.

But yeah, it looks a lot better! A lot of major improvements. Let's see how it plays out in terms of tactics and terrain hitboxes.

#16 Bishop Steiner

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Posted 07 June 2015 - 05:25 AM

View PostElizander, on 06 June 2015 - 07:46 PM, said:

We are all too jaded and apathetic and in deep depression and rage due to things not being done exactly as we want it done. :ph34r:

That said, the screenshots look good. :)

despite, of course, no two people being able to agree on exactly how "WE" do want it done, of course..... but PGI should listen to us and do it our way.....all 2,500 different ways we have stated on the forums....... :ph34r:

#17 Fate 6

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Posted 07 June 2015 - 05:30 AM

I'm expecting new River City to suck in group queue. Just wait, a 12 man is going to sit at those easily-defensible spawns and just make a juicy firing line and rip some unsuspecting newbs open.

#18 Creovex

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Posted 07 June 2015 - 05:34 AM

Anyone else notice that last River City image is of a build that looks like the old gate controls in MechCommander 1 & 2!?!?! Awesomesauce!

#19 masCh

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Posted 07 June 2015 - 05:41 AM

PGI : Best artists in the industry.. but not as good game makers.

#20 Elizander

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Posted 07 June 2015 - 05:45 AM

View PostBishop Steiner, on 07 June 2015 - 05:25 AM, said:

despite, of course, no two people being able to agree on exactly how "WE" do want it done, of course..... but PGI should listen to us and do it our way.....all 2,500 different ways we have stated on the forums....... :ph34r:


There are two views found in the MWO forums.

View #1 - I'm right.
View #2 - You're wrong.

:lol:





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