Map Scale
#41
Posted 26 April 2016 - 06:12 AM
I guess it is more relate-able to a player if it does, but still, nothing says it has to.
#42
Posted 26 April 2016 - 08:32 AM
MeiSooHaityu, on 26 April 2016 - 06:12 AM, said:
I guess it is more relate-able to a player if it does, but still, nothing says it has to.
While this is true, making strange geography in order to make lanes through maps seems very forced in places in MWO.
#43
Posted 26 April 2016 - 09:08 AM
Barantor, on 26 April 2016 - 08:32 AM, said:
While this is true, making strange geography in order to make lanes through maps seems very forced in places in MWO.
That's something almost every multiplayer game does. I think some map designers are better than others at hiding that fact.
#44
Posted 26 April 2016 - 02:36 PM
adamts01, on 26 April 2016 - 04:51 AM, said:
I agree that Polar is the most open map in the game right now, but it still seems a little unnatural to me. Don't get me wrong, I love the map, it's just that the 10m+ changes in elevation are still pretty steep.
Here's what I had in mind. I think people forget that a flatter map doesn't have to be featureless or without cover. A mech would be about as tall as the barns, and could easily take cover behind the various buildings and in the forests.
A 10m meter mech is roughly 33ft tall, so trees should be scaled accordingly.
#46
Posted 26 April 2016 - 08:42 PM
Johnny Z, on 25 April 2016 - 11:01 PM, said:
The data they use to color their pictures of the stars is about the same data a 5 yo uses when coloring a coloring book.
That was a witty reply but I will try be a little more serious. The word "discovery" explains a lot since it is uncovering answers that are already there. Credit where credit is due to any discovery but theory is just that, a bunch of talk and talk is cheap.
Not how science works. Thanks for trying, though.
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Stupidest statement you've made so far.
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"Proven" is an aspect of mathematics and law, not science.
Theory in science means explanation that is well supported by experimental data and that can successfully predict future observations.
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No. This really is entirely unrelated.
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Time for more homework. Your attempts to bluff your way through this class have failed, again.
#47
Posted 26 April 2016 - 08:54 PM
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things are different sizes on other planets? I dont really see that being an issue.
the biggest problem with MWO is the gamemodes not the maps. Every gamemode is just skirmish or a variation of skirmish.
it gets so boring when every gamemode is just kill all enemy mechs. and thats all you ever do.
why cant they have gamemodes where killing enemy mechs doesnt win you the game?
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So your idea of an epic new map for MWO is farmville. why dont we have a hello kitty island adventure map too?
Edited by Khobai, 26 April 2016 - 08:57 PM.
#48
Posted 26 April 2016 - 11:18 PM
vandalhooch, on 26 April 2016 - 08:42 PM, said:
Not how science works. Thanks for trying, though.
Stupidest statement you've made so far.
"Proven" is an aspect of mathematics and law, not science.
Theory in science means explanation that is well supported by experimental data and that can successfully predict future observations.
No. This really is entirely unrelated.
Time for more homework. Your attempts to bluff your way through this class have failed, again.
You make me laugh. HAHA
See now that would have been the smart thing for you to say.
#49
Posted 26 April 2016 - 11:25 PM
Khobai, on 26 April 2016 - 08:54 PM, said:
things are different sizes on other planets? I dont really see that being an issue.
the biggest problem with MWO is the gamemodes not the maps. Every gamemode is just skirmish or a variation of skirmish.
it gets so boring when every gamemode is just kill all enemy mechs. and thats all you ever do.
why cant they have gamemodes where killing enemy mechs doesnt win you the game?
So your idea of an epic new map for MWO is farmville. why dont we have a hello kitty island adventure map too?
Well that's what the other games are offering. Farmville maps with a little high road here and there and some generic in engine buildings. Meanwhile this game is creating a lot of its own assets as well as designing them from the ground up.
So ya no thanks to MechWarrior Online 2 Farmville, but thanks anyway.
I do look forward to a desert dunes map in this game some time though.
#50
Posted 27 April 2016 - 04:27 AM
Khobai, on 26 April 2016 - 08:54 PM, said:
...
So your idea of an epic new map for MWO is farmville. why dont we have a hello kitty island adventure map too?
It is a problem when it goes against the laws of physics. See: simulation and immersion.
Also, have you never played MechCommander? There is literally a mission where you defend two farms from enemies and another where you rescue pilots who are being held at a farm.
#51
Posted 27 April 2016 - 09:05 AM
AWOL 01, on 27 April 2016 - 04:27 AM, said:
It is a problem when it goes against the laws of physics. See: simulation and immersion.
Also, have you never played MechCommander? There is literally a mission where you defend two farms from enemies and another where you rescue pilots who are being held at a farm.
Ok its a good idea to have some kind of farmland map. Compared to the maps already in game I don't think that would be a problem, their map makers are up to the challenge.
There are a few maps everyone wants, none more than a metro map. Now that would be tough and few games offer that in a quality way, if any.
#52
Posted 27 April 2016 - 11:18 AM
It often feels more like your mech is the size of a standard human running around with a few toy cars laying around more so than a 10 meter high walking tank.
But...whatever. It is what it is.
#53
Posted 27 April 2016 - 11:48 AM
AWOL 01, on 26 April 2016 - 03:59 AM, said:
Don't get me wrong - the maps look great and it's awesome being in alien planets - but do we really need everything to be massive? On forest colony I would much rather have tons of the smaller trees, making it difficult to see and impeding weapons fire.
Also, Wisconsin has some awesome forests if I do say so myself. However, when making this topic I was thinking more of the farmlands with rolling hills, and how cool it would be to have battles in areas like that.
I agree wholeheartedly.
The question is not "Can empire-state-building-sized trees grow on other planets?" the question is "how can we design maps that give a consistent sense of scale?"
Little guys running around and other battletech vehicles would help enormously in terms of scale, but the maps themselves can do a lot with less development effort. Forest Colony and Canyon Network are THE examples because the scale of alien terrain relative to mechs is the same as the scale of average (not exceptional) earthbound terrain to humans.
Crimson Strait pisses me off for this reason--who builds a 40+ foot overpass in the middle of nowhere? I've seen 40+ foot overpasses, but usually they are built on top of criss-crossing 16ft and 32ft overpasses at the intersections of major interstates, not in the middle of a...exurban peninsula?
I think River City does a good job, and Polar Highlands does a good job because most of their buildings are one-story trailers. Terra and Caustic (which I actually like as maps) have too few buildings for scale (unless you are fighting near the refineries), and mountains just feel like mountains.
And I just gotta get this off my chest--how is there enough room in a Commando's cockpit for a full-grown human? I just don't see it.
#54
Posted 27 April 2016 - 02:30 PM
Edited by AdrenaHawk, 27 April 2016 - 02:52 PM.
#55
Posted 27 April 2016 - 04:27 PM
What.
#56
Posted 27 April 2016 - 06:50 PM
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