Jump to content

Feature Suggestion: Procedural Maps


9 replies to this topic

#1 Greyhart

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 894 posts
  • LocationUK

Posted 26 July 2015 - 03:05 PM

If you added a voting system in after the match had finished so people could rate the map then a well liked map could be saved and used again.

#2 Firewuff

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,204 posts
  • LocationMelbourne

Posted 26 July 2015 - 08:08 PM

Procedural maps would be a fail. They are not simple or easy to produce. The chances one team has an overwhelming terrain advantage would be huge and there would be so many places that may be impassable or you could get hung up in its not funny. This is not a practical idea

#3 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,444 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 27 July 2015 - 04:07 AM

if it would work well, then hell yeah! Procedural mapping has worked wonders on soooo many games..

But..

It would mean abandoning the Cryengine and completely redoing the game.. or simply making a new game.. so.. probably.. no.

Games must be made this way from scratch.. you cant just add something like that to an allready exisiting game..

#4 Lex Peregrine

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 206 posts
  • LocationPoznan, Sarna March, FC

Posted 28 July 2015 - 05:46 AM

so? I think its time we got a new mechwarrior game! :)

and if it were made by PGI they could share assets, 3d models and stuff.

They were so interested in making that space ship game last year, why not make another MW instead?

#5 Araevin Teshurr

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 368 posts
  • LocationIn your base, eating your food!

Posted 28 July 2015 - 06:42 AM

Better still, how about making maps simpler, so they are faster to design.
Many battles throughout history were faught on wind swept plains for better visability, fought over a single hill, defended a bad position in a valley.
To date, they simplest map seems to be the original crater map, the rest just are too complicated; city scapes, water maps, huge gates, etc.

How about combat at an airport terminal, a small town in the plains, an island with nothing but jungle?

#6 Lex Peregrine

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 206 posts
  • LocationPoznan, Sarna March, FC

Posted 28 July 2015 - 08:09 AM

Here are some more ideas for simple maps that could be done, easily do several variations of each would give us lots of maps to play in game modes that should be more focused on quick engagements:

Moon-like map with lots of craters, some shallow, others more deep that could provide cover both inside as behind the craters outer elevation;

Huge forested map with some open areas, especially in the middle, heavier areas could cover the talest mechs, others not, and would be especially fun if all those trees could be topled; :)

Ice glacier with low visibility;

Mars-like huge wasteland with dust storms;

Large canyon with river;

Huge valley with low trees and very dense fog.

So many ideas, why must every map be super detailed and take months to finish?

#7 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 28 July 2015 - 07:16 PM

If Procedural Maps are not possible with the Cryengine; maybe a way to add some variety with the Cryengine limits is to have existing maps with different drop point layouts, so that the only differences are where the three Lances for each side are dropped.

So visually, from the Player's Prespective, we are only seeing River City labeled, for the different variants when we drop into a quick match. It won't vary the actual maps, but might help players fight in different areas, depending on how they drop into the maps, since the new maps are gonna be big enough to move drop points around a bit.

For example, we could have:
River City Conquest Drop Variant 1
River City Conquest Drop Variant 2
River City Conquest Drop Variant 3
River City Assault Drop Variant 1
River City Assault Drop Variant 2
River City Assault Drop Variant 3
River City Skirmish Drop Variant 1
River City Skirmish Drop Variant 2
River City Skirmish Drop Variant 3

#8 boxbox

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 61 posts
  • LocationCalifornia

Posted 28 July 2015 - 11:06 PM

Quote

Basically how this works is when it drop is due to start the server side will generate a brand new map based on a number of parameters are preset by the specific world's data chart.

I love this idea. Each drop would present a totally unknown environment... like minecraft. But like Praetor Knight said... I don't think they can do it because they are limited to their Cryengine tools.

Quote

a way to add some variety with the Cryengine limits is to have existing maps with different drop point layouts

...Yes this would be nice and having varying weather would make these maps more fun too. PGI did a great job with the dynamic light in new river city. It is nice to drop in at night, day, dusk, dawn etc. But having rain, snow, wind, fog would make the map feel almost like a new place every time.

Edited by boxbox, 28 July 2015 - 11:09 PM.


#9 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,444 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 29 July 2015 - 01:52 AM

View PostLex Peregrine, on 28 July 2015 - 05:46 AM, said:

so? I think its time we got a new mechwarrior game! :)

and if it were made by PGI they could share assets, 3d models and stuff.

They were so interested in making that space ship game last year, why not make another MW instead?


Actually, when MWO pre-paid founders packs originaly launched, making MWO and MW5 was the original idea.. but they didn't exactly advertise this, and they tried using half of the original Founder's money to make MW5..

Nobody told the Founders this, until it was to late, and they tried using the money the Founders paid for MWO on "other projects". As the Founders cought wind of this, they ended up asking for refunds en-mass, and PGI lost half their original funding, thus scrapping MW5..

So no, they can't afford to make MW5, and they shouldn't try to waste a few more years to abandon cryengine and start all over with procedural mapping, even though it would be amazing..

What they COULD do is start a kickstarter campaign for a MW5 game, but if they could raise funds, this would mean again they would have to either hire a bunch of new people (who would mostly be inexperianced) or split the existing workforce in twain, thus slowing the much-needed development of our beloved MWO.. so bad all around.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users