Should Incursion Have Its Own Map?
#1
Posted 25 March 2017 - 05:30 AM
I get the feeling that not all maps will work well with the new mode. Either by being to small/big or the energie nodes beeing to exposed and mechs standing their can be sniped easly.
Another option would be to add a few more walls, hills, rocks to the map. Kinda like they have added in the base, it should be possible to add an extra hill to the map to cover the approach to an energie node.
#2
Posted 25 March 2017 - 07:10 AM
I think the idea of modifying is the way to go.
They could easily add something to block the pass on crimson.
Maybe make it easier to get on the walls for large mechs on hpg with ramps and more cover..
Edited by Monkey Lover, 25 March 2017 - 07:11 AM.
#3
Posted 25 March 2017 - 08:11 AM
Beside that the game could use some more maps overall.
#4
Posted 25 March 2017 - 08:19 AM
Nesutizale, on 25 March 2017 - 08:11 AM, said:
Beside that the game could use some more maps overall.
Yes dollars, as each map has to be made by hand for this game. Each map has artist, engineers, management and programming hours into it. Server cost I don't know about I wouldn't think it would be much. I would love to have more maps but I understand why they wouldn't add more.
Edited by Monkey Lover, 25 March 2017 - 08:23 AM.
#5
Posted 25 March 2017 - 08:35 AM
Mh how about a community contest where people who can use the cryengine (its free btw) could send in map designs and the winners one gets into the game.
Could cut down some of the cost...maybe they even find a talent they could use in their company?
#6
Posted 25 March 2017 - 09:36 AM
Nesutizale, on 25 March 2017 - 08:35 AM, said:
Mh how about a community contest where people who can use the cryengine (its free btw) could send in map designs and the winners one gets into the game.
Could cut down some of the cost...maybe they even find a talent they could use in their company?
I went back to double check my number to see what Russ said it cost he said at one time it cost 250k I was wrong about the 100k. I'm going to have to hope the costs have come down. Lol.
But I can easily seen 100k. When you have to pay a few people 50+hours because of taxes and benefits it adds up fast.
User made maps would be a good idea too. I'm not sure how many people would really put the work in to one. Each map is just a large 3d model so it can be made in about anything. Just to give you an example It takes about a week to make a high quality 3d model of a person. Then if you take this much detail into a map it can take months even a year solo.
#7
Posted 25 March 2017 - 11:00 AM
You have a "ground" that you edit either by hand or with a hightmap. When you are used to, I think you can get the basic shape done in a few hours...just the basic shape.
Models, well they have a good number of stock sets they can reuse. Doing ground texture like streets and detailed work like placeing trees, lamps, cars, single rocks and getting more details into the basic shape is what takes a lot of time.
Still I think I have seen in one of the DevLogs that they have a tool to basicly paint roads on the map.
Overall I guess that the real work comes down to two points:
Design: Where do the players start, where will the most likely meet, what cover should there be or shouldn't, where are objectives to be placed.....list goes on.
Detailwork: As mentioned above, the basig layout could be done pretty "fast" if you are used to. The details that make the map beliveable is what takes a lot of time.
Still would be interesting to see what the community might come up with. Could also work as a general direction for PGI to see what people want.
Edited by Nesutizale, 25 March 2017 - 11:01 AM.
#8
Posted 25 March 2017 - 11:46 AM
#9
Posted 25 March 2017 - 03:35 PM
#10
Posted 25 March 2017 - 04:58 PM
And yes, that is an awful lot of required resources for a single mode.
#11
Posted 25 March 2017 - 08:17 PM
Edited by SirNotlag, 25 March 2017 - 08:18 PM.
#12
Posted 26 March 2017 - 03:52 AM
SirNotlag, on 25 March 2017 - 08:17 PM, said:
Also thought that some of the FW Maps would fit this mode much better then the current maps.
Dingo Red, on 25 March 2017 - 04:58 PM, said:
Then change the mode/map combination. Some maps realy don't work well with certain modes. Escort and crimson for example is one of the cases where I am very close to log out as it dosn't work.
#13
Posted 27 March 2017 - 01:04 AM
Monkey Lover, on 25 March 2017 - 07:10 AM, said:
I think the idea of modifying is the way to go.
They could easily add something to block the pass on crimson.
Maybe make it easier to get on the walls for large mechs on hpg with ramps and more cover..
Having additional walls and or obstacles would be nice additions to help direct players on a different course of action of all game modes ( different for each mode)
The idea that may also work to help make a more asymmetrical map plan would be to keep existing maps, but redefine the out of bounds areas ( again adding in a ice wall on polar or a lava fissure on tera )
SirNotlag, on 25 March 2017 - 08:17 PM, said:
Along the same lines of redefining the out of bounds, a vote for river city may get you classic map on 1 game mode, new map on other game mode ( doesn't take or add to the map choice rotation but allows more mode centric maps )
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