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Crimson Strait - Suggestions For Improvements


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#1 Tarogato

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Posted 11 July 2015 - 04:25 PM

(this thread is also posted to Reddit at OutreachHPG here: https://www.reddit.c...crimson_strait/)

There will come a time when PGI decides to look at Crimson Strait. They'll add day/night cycle, they'll add destructible lamps, destructible trees, they might densify the infrastructure... but I'd like to see an improvement to layout as well.

Posted Image

Here is Crimson Strait as it is right now, for reference: http://mwo.smurfy-ne...etropolis&m=tdm

Changes:
  • A passage through E5 has been added - allows the use of a flank that was previously out of bounds and should diversify the gameplay experience. This new area features storage and light industrial structures.
  • A satellite tower has been added to the newly-inbounds hill, as well as a steep rickety path up to it.
  • The "upper platform" and "basement" have both been expanded further into E4 and are longer.
  • Docks have been added to accommodate additional ships at the harbour. This adds more cover to the water area and helps make it more interesting.
  • Island has been moved northward and waterways into and out of the bay have been widened to accommodate the passage of ships
  • Bridges have been added to and from the island - these should be elevated enough to allow the passage of ships
  • Light infrastructure has been added to the island

Here is a two-step animation that shows the changes against the original map:

Posted Image





Comments and criticism are welcome! While most people are generally very happy with this map, I think the opening up of a new area (the bottom left corner) will really freshen up the map. It's getting monotonous, as almost all the fights happen in the same three grid squares every match.

#2 bad arcade kitty

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Posted 11 July 2015 - 05:51 PM

>Bridges have been added to and from the island - these should be elevated enough to allow the passage of ships

with pgi take on landscape design the bridges will be very low so even a mech should be careful to pass under them and they will have a plenty of rocks before and after, just because

#3 Ace Selin

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Posted 11 July 2015 - 06:11 PM

I like it, guess well see what PGI do though ...

#4 Sigilum Sanctum

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Posted 11 July 2015 - 06:34 PM

I'd actually like the "hill" in the B3 area completely removed to add to the urban environment, similar to the River City additions. It always seems out of place to me, and was generally an unenjoyable area to fight around.

#5 Johnny Z

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Posted 11 July 2015 - 06:36 PM

This gives the idea that an epic bridge on one of the maps would be great some time. A really long tunnel would be great to.

Edited by Johnny Z, 11 July 2015 - 06:37 PM.


#6 LordKnightFandragon

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Posted 11 July 2015 - 09:07 PM

Good, now saw off the top of that mountain and add more buildings and stuff up there. Several roads or maybe some bridges up there.

THen along that left side of the map up that mountain, add more buildings all long there.

But yeah, that looks nice.

#7 JernauM

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Posted 12 July 2015 - 04:24 AM

I would like to see:
  • Flatter and more passable mountains
  • Expanded, denser, and more contiguous urban areas
  • Wider saddle, or alternatively a second passage through the mountains
  • Bigger and more complex tunnel network with exits at multiple points around the map


#8 Johnny Z

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Posted 12 July 2015 - 05:30 AM

Where would the dropships land?

#9 El Bandito

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Posted 12 July 2015 - 05:47 AM

Nice effort to improve CS.

#10 ProfessorD

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Posted 12 July 2015 - 08:48 AM

This is excellent! I'm surprised at the amount of criticism of the mountains and slopes, since I've only seen a mech on top of the central peak use that position to win a match once out of my 256 matches on Crimson.

A couple more tunnel exits would be a solid addition. Tunnels have this interesting property where, in reality, if you only had one exit available and it fed you right to an enemy position, you'd just never enter the tunnel in the first place. So, for the sake of good gameplay, such tunnels should never exit in MWO.

Edited by ProfessorD, 12 July 2015 - 08:48 AM.


#11 LordKnightFandragon

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Posted 12 July 2015 - 09:32 AM

View Postbad arcade kitty, on 11 July 2015 - 05:51 PM, said:

>Bridges have been added to and from the island - these should be elevated enough to allow the passage of ships

with pgi take on landscape design the bridges will be very low so even a mech should be careful to pass under them and they will have a plenty of rocks before and after, just because



Not to mention, in that short of a span, the bridges will have ot look something like the Arch thing in St Louis... It should almost be an underground tunnel instead.



As for improvements to the map, the less blocked off border the better..make that entire thing playable and a city.

Edited by LordKnightFandragon, 12 July 2015 - 09:33 AM.






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