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New Map Metropolitan Ruins


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Poll: Next map like Metropolitan Ruins? (355 member(s) have cast votes)

Should MWO's next map be like Metropolitan Ruins?

  1. Yes (340 votes [95.77%] - View)

    Percentage of vote: 95.77%

  2. No (15 votes [4.23%] - View)

    Percentage of vote: 4.23%

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#161 Threat Doc

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Posted 05 March 2017 - 10:19 AM

This topic is now a year-and-a-month old and it's still open, which is quite the feat. Kudos to this community for keeping a civil conversation running, bully for all of us.

Viperion liked a post I made about us LRM-boat drivers overcoming anything that can be designed against "the rain", and I very much stand by that assessment. They said Mining Collective would be a bad map for LRM-boats, and before I stopped playing a year-and-a-half ago I proved pretty readily that was not a correct assessment. It's a matter of movement and understanding the terrain, and it will be the same for a massive city map like this proposed one. I would still like to see this map, as well.

#162 Viperion

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Posted 05 March 2017 - 11:17 AM

Ahh yes I would love a dense city map with few areas open for possibility for support mech. I'm sure Map creators can learn from other games like battlefield 4 etc.

I have so many ideas about what to add to a Dense city map but then our computer probably won't take it. Posted Image

I'm sure PGI folks has already seen this thread and probably love the idea. But then they have to understand what limit this engine can handle. So we may not get really dense city map with PGI current engine. was it Cryengine they are using for now?

I understand that some of ye told about PGI are considering to get a new engine to this game, but what? We have already seen that cryengine isn't that good as we have hoped for. Not to mention the cost for new engine and a titanic work to port to this game. May as well create MWO: 2 and starting from scratch (Although i don't really mind that )

#163 Threat Doc

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Posted 05 March 2017 - 08:22 PM

I'm not sure a new engine would require a whole new build, at least I would hope not.

#164 Josh Seles

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Posted 06 March 2017 - 02:09 PM

Here's my post from this thread: https://mwomercs.com...017/page__st__0

View PostJosh Seles, on 02 February 2017 - 02:20 PM, said:

I miss the old Frozen City. I support the idea of a pure urban map where brawling reigns supreme, no matter what the meta is. A temperature around 35 to 40*C would probably be good. That way, someone could bring in anything, but heat would be a bigger factor than in the old Frozen City (-80*C).

(edit), added on.


My old post seems like it would work here. In my old post, I mentioned temperatures, but now, all I want is the map, temperature be damned. I support this idea, and some of my favorite builds are brawlers, like the shotgun Scorch. If we get this, the next thing I want is my NSR-9FC Nightstar: 380 XL in a 95 ton, dual LBX-10 carrier. I just want a cool mech to go with the cool urban map. *We have a wide open map (Polar Highlands), one with long sightlines and cover (new Frozen City), and somewhat urban ones (Crimson Strait and River City), but we don't have a map that's just tall buildings.*

*edit*: add-on.

Edited by Josh Seles, 06 March 2017 - 02:21 PM.


#165 scgt1

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Posted 06 March 2017 - 03:44 PM

It still gets me how much support this idea gets for a post over a year old now. Would be nice to hear something from PGI on the matter. All we keep seeing are mechs mechs mechs. Hasn't been a new map in forever. At least not what I've read in patch notes.

I haven't been in the game in some time but still do the pre orders to support.

Someone mentioned the game engine. I thought one point and time they had the future plans to change engines. Forgot which one they mentioned but I think the new Unreal Engine would be the best thing for it.

#166 Baba_Yaga

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Posted 06 March 2017 - 04:18 PM

View PostTheArisen, on 11 February 2016 - 05:22 PM, said:

Someone voted no? .......... Are you crazy man!? Or do you just wanna see the world burn?




Lol,probably lurm babies!

Don't forget PGI cannot even give us the ASSAULT map they have been promising us!
So I wouldn't count on it!

#167 Threat Doc

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Posted 06 March 2017 - 05:29 PM

The people making Star Citizen were using "Lumberyard" for a LONG time, but have now switched over to Amazon's new game engine. Since MWO is nowhere near as extensive as Star Citizen, perhaps Lumberyard could be the engine they use. I don't know much of anything about Unreal, or anything Crytek is doing with any new tech, but if Star Citizen was able to be as complex and beautiful as it was BEFORE they switched to Amazon's engine, that might be the right way to go for MWO. I still don't think an engine change is going to make the game much better, though, because we're still dealing with a team that has, for the past five years, been working on an extreme learning curve to give the game we have, now. Pushing them to learn a whole new engine and getting them to increase an already amazing learning curve is going to be pretty dog-gone difficult, and might blow up in all of our faces.

#168 Threat Doc

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Posted 06 March 2017 - 05:32 PM

View PostHamerclone, on 06 March 2017 - 04:18 PM, said:

Lol,probably lurm babies!
Take a look at my indicator in the window to the left, 'clone... I'm a "LRM-baby" and I'm saying this is a map they definitely ought to make, 'clone. I'm ready to bomb the ever-lovin' crap out of you on that map, should we ever face one-another. Muwahahahahaha!!!

Edited by Kay Wolf, 06 March 2017 - 05:32 PM.


#169 scgt1

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Posted 06 March 2017 - 05:41 PM

I know it wasn't lumberyard they mentioned. It may have been the Amazon engine though. Look up Project Cars 2 for the ability of the new Unreal engine. Omg beautiful.

Well maybe it was the new unreal engine they talked about converting MWO over to since MW5 Mercenaries is listed to use it
Posted Image

Edited by scgt1, 06 March 2017 - 05:58 PM.


#170 TheArisen

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Posted 08 March 2017 - 06:00 AM

.Maybe I'm greedy but I'd love for there to be an invasion/siege and QP version of this map like Grim portico/plexus

#171 D V Devnull

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Posted 08 March 2017 - 01:49 PM

View PostTheArisen, on 08 March 2017 - 06:00 AM, said:

.Maybe I'm greedy but I'd love for there to be an invasion/siege and QP version of this map like Grim portico/plexus

An SDS in the middle of Metro Ruins... Hmm... :huh:

I guess if it 'floats your boat', then sure. B)

~D. V. "Eh... Why not?" Devnull

#172 Khobai

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Posted 02 April 2017 - 09:43 PM

Quote

The idea is good and indeed it would be turn for an absolutely-no-lurms-possible map now. What I don't look forward to is the lurmboat whiners who are going to quickly forget they just got a map made just for them...


Except LRMs should be useful on all maps just like direct fire weapons. The fact theyre not, and are incredibly map dependent, just shows how flawed of a weapon system they really are. It makes far more sense just to fix LRMs so theyre useable on all maps and abandon the ridiculous notion that some maps are LRM maps and some maps arnt.

Edited by Khobai, 02 April 2017 - 09:44 PM.


#173 Threat Doc

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Posted 03 April 2017 - 01:45 PM

View PostKhobai, on 02 April 2017 - 09:43 PM, said:

Except LRMs should be useful on all maps just like direct fire weapons. The fact theyre not, and are incredibly map dependent, just shows how flawed of a weapon system they really are. It makes far more sense just to fix LRMs so theyre useable on all maps and abandon the ridiculous notion that some maps are LRM maps and some maps arnt.
Have you been participating in the LRM discussions on these forums? If not, I would love to hear your feedback concerning what they can do with LRMs.

https://mwomercs.com...ost__p__5622649

AND

https://mwomercs.com...ost__p__5669271

#174 50 50

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Posted 03 April 2017 - 07:33 PM

Just as brawling can be very difficult on some maps, having opportunities to engage in different types types of fighting is what makes it interesting.

View PostSyrkres, on 23 June 2016 - 08:01 AM, said:

Posted Image

This little example popped up earlier in the thread.
If we can imagine what the design and layout might mean, having a long stretch of road with high buildings side by side on either side does make a tunnel. This creates some areas where LRMs can be effective as mech try to traverse down the road. These major arterial routes can provide fast access to the other side of the map, but at the risk of getting caught in one and not having anywhere to go. ie. it is in essence a tunnel..... just no roof.

Smaller side roads and junctions allow mechs to progress slower from one point on the map to another, provide cover from line of sight and long range fire (direct and indirect) and will provide close quarter battles. Different size roads should also mean making it inaccessible for different sizes of mechs.
To take the Urbanmech as an example, it's short to get under bridges and compact (no arms really) so it can get down lanes.
Having different levels of access create restrictions for different sizes of mechs would mean having to think about our tactics and how we need to get into position.
Nothing wrong with being able to setup a few nice ambush spots either.
Scouting would be really important!

We could do away with the rivers splitting the city in the above example, Crimson and River City already have that design element and Frozen City does have the big trench separating the two sides of the city.

I would suggest using more of a desert theme for a new metropolis. Something that feels like it has been battled over for so long that the city has become abandoned and even the water has dried up. Bit of a holocaust.
As an additional note, it's not entirely necessary to have the dropships bring us in to this battle.
Let's use the elevators from the Steiner Colosseum for at least one of the lances.

Edited by 50 50, 03 April 2017 - 07:35 PM.


#175 Ch_R0me

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Posted 07 April 2017 - 09:23 AM

The pure urban map - that's a thing I would seriously love.
UrbanMechs too I guess Posted Image :P

#176 D V Devnull

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Posted 08 April 2017 - 01:40 AM

View PostManganMan, on 07 April 2017 - 09:23 AM, said:

The pure urban map - that's a thing I would seriously love.

Agreed. :D


View PostManganMan, on 07 April 2017 - 09:23 AM, said:

UrbanMechs too I guess Posted Image Posted Image

Not agreed. Having to get one for an Event made me too angry, as it was effectively shoved down my throat. UrbanMechs are NOT compatible with all players and their piloting styles. <_<


~Mr. D. V. "Want the map, not that Mech." Devnull

#177 Ch_R0me

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Posted 08 April 2017 - 05:51 AM

Not my fault that people asked for it (Urbie, not event) Posted Image

Edited by ManganMan, 08 April 2017 - 05:51 AM.


#178 Drunk Canuck

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Posted 10 April 2017 - 01:13 PM

Need more small maps, kinda tired of these maps that are 5 km across and only about half of it gets used. Honestly PGI, why u make maps so big?

#179 Threat Doc

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Posted 10 April 2017 - 01:43 PM

View PostDrunk Canuck, on 10 April 2017 - 01:13 PM, said:

Need more small maps, kinda tired of these maps that are 5 km across and only about half of it gets used. Honestly PGI, why u make maps so big?
You didn't actually just ask that question, did you? Larger maps have been fought for since the Closed Beta. What is needed is for the return of all the old smaller maps, as well as medium and large sized maps, multiple environments and tool sets, etc. Kanajashi put up a point-of-view on this three days ago.

#180 Masochistic Trashcan Virtuoso

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Posted 12 April 2017 - 01:54 PM

THIS IS SPARTA ! now give us a fricken big town. i want to hide my urbie with red as a hydrant or inside a CAN-dispenser.





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