#21
Posted 04 March 2016 - 04:13 PM
Basically they have a piece of blank paper with two opposite spawning sites, drew two circles where they want sighting of enemy to happen within 20 seconds and then a big circle in the exact middle of the map where they want brawl to occur within 35 seconds. Then they fill in the texture and stuff. They considered this to be a careful and well thought out process in map design.
Basically, MWO started off as an arena shooter and some of the legacy still plague us now. PH is definitely a big jump in the right direction. I remember when PH was first introduced, because most of the pilots have been playing choke point shooter for years, their first instinct on a big open map was still run towards the middle. *sigh*
Can't wait for the new desert map in March update. =)
#22
Posted 04 March 2016 - 04:25 PM
people appreciate tactical depth, its a shame we dont get that much of it
#23
Posted 04 March 2016 - 04:25 PM
As far as lights being useless... I have no problem running around core'ing assaults on my lights. I also see alot more teamwork, tactics, and overall strategy on the smaller maps than the larger ones.
#24
Posted 04 March 2016 - 04:38 PM
Wanna buy a mech pack?
#25
Posted 04 March 2016 - 04:47 PM
Kaisha, on 04 March 2016 - 04:25 PM, said:
As far as lights being useless... I have no problem running around core'ing assaults on my lights. I also see alot more teamwork, tactics, and overall strategy on the smaller maps than the larger ones.
it comes down to map design
have you played Mechwarrior Living Legends?
#26
Posted 04 March 2016 - 04:48 PM
Wintersdark, on 04 March 2016 - 02:06 PM, said:
Maps started out TINY (and team size was 8v8) initially. As new maps have been added, they've been getting generally larger and larger. The oldest maps have been redone as well, to make them larger (and play better) - for example, River City was once a quarter of the size it used to be.
But, it's very contentious. Some of us love bigger maps, others hate them. So, it's something that has to happen gradually.
The obvious solution was to add more maps, not replace existing ones. But I guess it was not really that obvious.
#27
Posted 04 March 2016 - 04:49 PM
Tom Sawyer, on 04 March 2016 - 04:38 PM, said:
Wanna buy a mech pack?
PGI isn't forcing anyone to buy packs. I paid for some MCs and the basic WHM pack and that's it. Even as a Battletech nerd, I'm not interested in any other mechs. They wouldn't get a cent from me until they make the core game better.
#28
Posted 04 March 2016 - 04:51 PM
Master Pain, on 04 March 2016 - 02:15 PM, said:
Alternatively, we could have more players who actually think in what was originally billed as a thinking person's shooter.
#30
Posted 04 March 2016 - 05:19 PM
1453 R, on 04 March 2016 - 02:19 PM, said:
What? lol
Mining Collective is a terrible map. It's just a lot of corridors that funnel everyone to where the majority of the fighting takes place. i.e. the center.
Bigger is better because it opens up more possibilities for tactics and fights break out over most of the map, and scouting is a thing.
The small maps are basically start sequence> walk forward> fire. Although many players like these maps and still complain that for some reason their turret has legs and they have to use them at all.
#31
Posted 04 March 2016 - 05:25 PM
It just looks so ridiculous when our fully armed dropships are putting down both teams within a couple of kilometers of each other, and then basically high five each other as they all fly back up to orbit. All 6 dropships might as well be flying in formation, it's so silly to have them so close to each other. Sometimes they even fly directly past each other.
#32
Posted 04 March 2016 - 05:42 PM
Wolfways, on 04 March 2016 - 05:19 PM, said:
This is why I'm glad the redid FC and RC. Both where so crushingly small - they were small maps in 8v8 - that in 12v12 matches there really wasn't room for this to be a "thinking man's shooter". I mean, you could actually fire at mechs in the opposing drop zone before anyone moved in RC.
I'm glad they kept Alpine rather than pulling it for Polar Highlands, but I don't miss Old River City or Old Forest Colony at all.
#33
Posted 04 March 2016 - 05:54 PM
Polar is that same style writ large, and so smack-in-the-face obvious that even the turretest of turret-warriors get the idea that they have feet for a reason, but Mining Collective is one of my favorites because it's another map that can really reward mobility and being able/willing to reposition. Not as much as Polar, where it's damn near a requirement, but that's all right.
As opposed to, say...Nu River City. Which is great don't get me wrong, but it went from a small crappy map where everyone moshes around the g'damned Citadel to a much bigger, prettier map...where everyone moshes around the Citadel. UGH. I miss the first few days of NRC's release, where people'd go to all kinds of weird spots just to see what happened.
Don't get me started on Forest Colony, though. Old Forest Colony was horrible...but I'm not yet convinced NFC is actually an improvement.
#34
Posted 04 March 2016 - 06:11 PM
PH is a great example of design even more than it is an example of size. The outer trenches and inner peaks and valleys provide a variety of tactical option where there is no single "best" approach to winning.
FC (Forest Colony) had this potential, as well; but they put a huge rock in the middle and made the most of the usable space into a "C" shape around in. If they had made the mountain into more of a gentle, giant-tree-forested hill with a small defendable position on top (but one that was approachable from multiple angles of attack) it would be much more versatile.
New maps need to combine greater area with good design by following the PH precedent.
Two possibilities that I think are interesting are:
Metropolitan Ruins
An urban, city center type environment. I think this would be best implemented not as a single high-rise cityscape, but as a set of high-rise clusters with some suburban/open space between.
http://mwomercs.com/...__fromsearch__1
Archipelago
A volcanic island chain with deep water between them.
http://mwomercs.com/...__fromsearch__1
#35
Posted 04 March 2016 - 06:14 PM
not for a quick match, witch is funny since CW has some of the smaller maps in the game.
Edited by zeves, 04 March 2016 - 06:15 PM.
#36
Posted 04 March 2016 - 06:19 PM
Wedge Red Leader, on 04 March 2016 - 01:59 PM, said:
#37
Posted 04 March 2016 - 06:27 PM
Heck make a really huge map and make it 24 vs 24. That would open up so many possibilities...
#38
Posted 04 March 2016 - 06:33 PM
1453 R, on 04 March 2016 - 05:54 PM, said:
Polar is that same style writ large, and so smack-in-the-face obvious that even the turretest of turret-warriors get the idea that they have feet for a reason, but Mining Collective is one of my favorites because it's another map that can really reward mobility and being able/willing to reposition. Not as much as Polar, where it's damn near a requirement, but that's all right.
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I don't like NFC. I hated OFC too, but NFC... I can't really say WHY I don't like it, but I profoundly dislike playing on it. I think mostly because the primary engagement area is very, very tedious; but really I don't know why I hate it so much. I mean, Mt. Moron on Alpine is like that, but 10/10 times I'd prefer to play on Alpine than NFC.
Hit the Deck, on 04 March 2016 - 06:19 PM, said:
No accounting for taste. Old forest was just too small, the tunnel was too annoying (slopes and angles that were very fiddly). Sure, it was THE ranged map in Ye Ole Days, but it too was still small even for 8v8 play... for 12v12 it was dumb.
#39
Posted 04 March 2016 - 08:47 PM
#40
Posted 04 March 2016 - 08:58 PM
Alistair Winter, on 04 March 2016 - 05:25 PM, said:
Just more proof that we are already on Solaris VII, in the various arenas....
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