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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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#81 TheArisen

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Posted 15 March 2016 - 04:19 AM

So all 6 "no" voters, any particular reason you're against a metropolitan ruin map?

#82 Ace Selin

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Posted 15 March 2016 - 04:27 AM

View PostTheArisen, on 15 March 2016 - 04:19 AM, said:

So all 6 "no" voters, any particular reason you're against a metropolitan ruin map?

Some people just like to say No i guess.

#83 NoiseCrypt

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Posted 15 March 2016 - 04:32 AM

View PostTheArisen, on 15 March 2016 - 04:19 AM, said:

So all 6 "no" voters, any particular reason you're against a metropolitan ruin map?

They are way way back in the forum... waiting for someone to lock a target...so they can go "swus swus swus"....

Edited by NoiseCrypt, 15 March 2016 - 04:32 AM.


#84 Kurbeks

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Posted 15 March 2016 - 05:45 AM

like.com

#85 NoiseCrypt

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Posted 17 March 2016 - 04:12 AM



This needs to be a thing in MWO. (Not the mission... the "terrain" )

Edited by NoiseCrypt, 17 March 2016 - 04:16 AM.


#86 TheArisen

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Posted 19 March 2016 - 10:10 PM

Bump so that this thread doesn't become a ruin.

#87 Pelanistra

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Posted 20 March 2016 - 03:13 PM

Love this idea! Brawling and poking in lance formation!!

LRMs have their place in a battle, as does lock-ons for your own targeting benefit, and for the sake of fire support.

Getting back to the topic....maybe some destructible aspects of the map, which cause damage to nearby mechs would make this map idea unique....and the ability of mechs to somewhat 'hide' in buildings, underpasses, etc, would be cool (kind of like in the Crysis series).

#88 S_T_R_A_N_G_E

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Posted 21 March 2016 - 08:26 AM

I agree. Many of the older MW maps had dense urban fighting... This game certainly lacks that. In fact I would like to see some dense areas in all maps in a part or two to help brawlers advance with some cover... It would be nice if dense vegetation or smaller rocks helped at at masking signal. It's strange to thinkt hat showing just a small portion of your mech produces the same signal return as producing the entire body.

#89 Threat Doc

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Posted 21 March 2016 - 02:34 PM

Perhaps it's just my PTSD talking, but I think some of the maps are a little too close together, actually. Though I would love to see a cityscape, like that from MechWarrior IV, though some of the maps in MWO are spread out, once you're into a place where the fighting is, the quarters are just too close, in some instances.

#90 Lolo van Trollinger

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Posted 23 March 2016 - 04:13 AM

kay, we straight behind u keepin ur back clean :)

#91 NoiseCrypt

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Posted 23 March 2016 - 04:42 AM

Its actually quite ironic that the second tutorial challenge is all about fast navigation between buildings....which are skills you will then never need to use again...
I know that its a good way to teach general movement... but you don't even need it on any of the city maps because the buildings are so far apart.

Edited by NoiseCrypt, 23 March 2016 - 08:29 AM.


#92 KursedVixen

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Posted 23 March 2016 - 07:20 AM

FIX WEAPONS FIRST
https://docs.google....dit?usp=sharing

#93 TheArisen

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Posted 23 March 2016 - 05:56 PM

View PostKursedVixen, on 23 March 2016 - 07:20 AM, said:



You realize the art team isn't the same as the people in charge of balance? (Which is in a fairly decent state ATM). Your issue isn't related to getting a new map.

#94 D V Devnull

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Posted 24 March 2016 - 02:13 AM

View PostKursedVixen, on 23 March 2016 - 07:20 AM, said:

View PostTheArisen, on 23 March 2016 - 05:56 PM, said:

You realize the art team isn't the same as the people in charge of balance? (Which is in a fairly decent state ATM). Your issue isn't related to getting a new map.

In addition, I'm sure the Art, Modeling, and Map teams are also separate. So that's a total of four different teams that KursedVixen sadly tried to lump together. We'll have to hope they take their mind out of the sand and change their vote about this map idea. :(

~D. V. "Don't you just hate these mistaken notions?" Devnull

#95 KursedVixen

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Posted 24 March 2016 - 02:24 AM

View PostTheArisen, on 23 March 2016 - 05:56 PM, said:

You realize the art team isn't the same as the people in charge of balance? (Which is in a fairly decent state ATM). Your issue isn't related to getting a new map.
I doubt their large enough to have that big of a team, which is why we're not getting new maps or mechs every month.

#96 NoiseCrypt

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Posted 24 March 2016 - 12:26 PM

View PostKursedVixen, on 24 March 2016 - 02:24 AM, said:

I doubt their large enough to have that big of a team, which is why we're not getting new maps or mechs every month.

Or maybe a map takes a long long time to make... and we are getting new mechs every month....

Status of 2016 so far is: one game mode, two maps, three mechs and 2K mech skins. In 3 months.
That is a mindbogglingly amount of artist/design hours...

Edited by NoiseCrypt, 24 March 2016 - 12:33 PM.


#97 TheArisen

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Posted 24 March 2016 - 02:38 PM

View PostKursedVixen, on 24 March 2016 - 02:24 AM, said:

I doubt their large enough to have that big of a team, which is why we're not getting new maps or mechs every month.


Paul is the guy in charge of balance, Dennis De Koning is the art team director.

They're not a big company by any means but they have enough for different departments.

#98 TheArisen

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Posted 27 March 2016 - 12:50 AM

161 in favour, 7 against...

#99 ImperialKnight

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Posted 27 March 2016 - 07:56 AM

10/10, would brawl again

#100 scgt1

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Posted 06 April 2016 - 08:53 PM

Getting a little buried.

Edited by scgt1, 06 April 2016 - 08:53 PM.






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