New Maps.
#21
Posted 28 May 2017 - 10:53 AM
#22
Posted 28 May 2017 - 10:55 AM
#23
Posted 28 May 2017 - 11:16 AM
#24
Posted 28 May 2017 - 02:12 PM
Imo, PGI needs to stop other things temporarily and put all resources into making a few maps. I realize different departments but putting a hold on everything and focusing strictly on maps for a month or two might churn out a couple.
#25
Posted 28 May 2017 - 02:27 PM
So, if we got a script or something which makes the game assets available in cryengines level editor - we could create community maps.
If we could load such custom maps in testing grounds to playtest them, that would be even better.
Imagine if there would be community map contests with maps having a chance to get included into the game.
#26
Posted 28 May 2017 - 02:54 PM
#27
Posted 28 May 2017 - 02:55 PM
Oh one exception to the "I don't care" part. No HOT maps.
Don't get me wrong I really don't have a problem with hot maps but it appears EVERYONE else does because I haven't been able to get a match on Terra Therma in about a month due to the voting. So since people WILL NOT vote for hot maps, keep them all within the Warm to Cold range so we can get some variety.
#28
Posted 28 May 2017 - 03:04 PM
#30
Posted 28 May 2017 - 03:14 PM
#31
Posted 28 May 2017 - 03:50 PM
Urban city eg: new york style
Small moonscape: with lots of meteor impacts and it would be cool to have a a very short horizon (curve of moon)
Spaceport: with 12 + very large grounded dropships, multiple under ground tunnels between dropships/ airport or warehouse area, blast walls etc maybe be able to run through a couple of open bay dropships.
Mining site: with an above ground area and a maze of tunnels.
#32
Posted 28 May 2017 - 04:01 PM
The cost of developing the map tools would absolutely pale in comparison to the free slave labor many of these people would put in to actually make the game better in one area PGI consistently comes up way short on.
So - Better Maps, players could argue with each other about who sucks the most at making good maps + PGI could put more focus on making a single player version of this game so they can milk the whales some more. Seems like a win-win for them.
#33
Posted 29 May 2017 - 12:54 PM
sycocys, on 28 May 2017 - 04:01 PM, said:
Cryengine is free and with certain guides from the forums, you can get MWO assets into cryengines editor. It's just a very complex procedure and at the moment we lack a way to load custom maps in MWO.
#34
Posted 29 May 2017 - 02:05 PM
Exilyth, on 29 May 2017 - 12:54 PM, said:
Cryengine is free and with certain guides from the forums, you can get MWO assets into cryengines editor. It's just a very complex procedure and at the moment we lack a way to load custom maps in MWO.
The map loading thing/need for a set of parameters and what not plus an undoubtedly needed ability to limit what people can do (i.e. no drawing wieners on the side of a building) are why they need to have a toolset released that only does what it needs to do.
We don't need to micro detail maps, just need terrain mapping, a texture set, and a set of objects/mission markers. Nothing ridiculous so you end up with maps with broken spots all over the place.
That way people could design maps that would work better for the game and if PGI wanted to unleash their art team for top maps they'd certainly be able to do that.
#35
Posted 29 May 2017 - 02:14 PM
#36
Posted 29 May 2017 - 02:22 PM
#37
Posted 29 May 2017 - 02:34 PM
As for maps in general...yes we need new maps. Hell even bringing back some from the grave would be more interesting then not haveing anything new at all.
#38
Posted 29 May 2017 - 02:37 PM
#39
Posted 29 May 2017 - 04:54 PM
- Urban ruin, fight through streets, a mech factory with unfinished mechs, fallen buildings, craters, stadiums, etc.
- Desert, numerous dunes, dry river, oasis
- Plateau, canyon network on steroids, tall plateaus, canyons, etc
QP versions of all the invasion maps and vice versa
#40
Posted 29 May 2017 - 05:15 PM
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