Why Not Chunk Up Existing Maps?
#1
Posted 07 June 2017 - 06:59 AM
Domination and skirmish would be incredibly easy to build in this way. Imagine Grim Plexus cut in half with the domination point half way between the boundary and the center instead of in the center area.
Polar where you are only fighting along the edges of the map that almost never get used.
Even frozen city where you have only half the valley and then one side or the other.
All of these maps still have some areas where sniping and long range fire can happen, but at the same time the matches would be much faster and fights would be more intense.
I assume there is a reason they haven't done this, but I can't figure out what that reason might be. Any help would be appreciated.
#2
Posted 07 June 2017 - 07:03 AM
Edited by G4LV4TR0N, 07 June 2017 - 07:04 AM.
#3
Posted 07 June 2017 - 07:21 AM
#4
Posted 07 June 2017 - 07:41 AM
I personally really enjoyed some of the old maps...
#5
Posted 07 June 2017 - 07:53 AM
#6
Posted 07 June 2017 - 08:11 AM
#7
Posted 07 June 2017 - 08:17 AM
I am not sure why it has not been tried even with a few maps, Polar is one i can think of that 3 Dom points would be great, River city could move a couple into the city areas, lots of maps have a few great places for them. That change right there would really raise DOM to me. As it is now i kinda dread it more often than not
#8
Posted 07 June 2017 - 09:27 AM
#9
Posted 07 June 2017 - 09:40 AM
Patterned history and synaptic memory are at fault here.
Randomly relocating spawn points and or rally points would manifest in unique scenarios secondary to advantageous topology, natural topological funnelling and paths of least resistance.
Long and short... They could make each map feel different just by moving stuff around.
#10
Posted 07 June 2017 - 11:04 AM
sycocys, on 07 June 2017 - 09:27 AM, said:
Not really.. Dom basically uses a 4 square grid area..(around 1.5k each way) Tons of maps have multiple areas that this would work
#11
Posted 07 June 2017 - 11:14 AM
Vitric would be excellent on both sides of the gates.
Omega side of Hellbore, Boreal and Grim would be very good
Outside of Emerald would be good, very vertically challenging.
Not Sulfur though. Nope.
#12
Posted 07 June 2017 - 02:06 PM
DaZur, on 07 June 2017 - 09:40 AM, said:
Patterned history and synaptic memory are at fault here.
Randomly relocating spawn points and or rally points would manifest in unique scenarios secondary to advantageous topology, natural topological funnelling and paths of least resistance.
Long and short... They could make each map feel different just by moving stuff around.
Yup just moving spawn points can change how maps play (see Alpine Peaks). But they could do one better by putting destructible walls around the place. Imagine how differently River City would play if there were destructible walls in the waters around the citadel. Or in the caldera in Caustic Valley.
#13
Posted 07 June 2017 - 02:10 PM
It's the same place the solid shot Clan LBX Ammo went.
#14
Posted 08 June 2017 - 01:48 AM
Ruar, on 07 June 2017 - 06:59 AM, said:
Domination and skirmish would be incredibly easy to build in this way. Imagine Grim Plexus cut in half with the domination point half way between the boundary and the center instead of in the center area.
Polar where you are only fighting along the edges of the map that almost never get used.
Even frozen city where you have only half the valley and then one side or the other.
All of these maps still have some areas where sniping and long range fire can happen, but at the same time the matches would be much faster and fights would be more intense.
I assume there is a reason they haven't done this, but I can't figure out what that reason might be. Any help would be appreciated.
Basically, cose' the maps used to be smaller, and were simply too small for 12 Vs. 12.
A large number of players asked for bigger maps, and in my opinion, they are still not big enough. I would like to see maps stitched together to make giant maps.. than scouting and info-war, as well as objective-oriented game modes would make more sense..
Ideally, procedurally generated random maps would be the way to go.
Small maps are too small for 12 vs 12.. although we might see some of the old maps reemerge with the advent of 8 vs 8 comp play..
Edited by Vellron2005, 08 June 2017 - 01:49 AM.
#15
Posted 08 June 2017 - 08:27 AM
Also would love them to remove or rework the map voting so we can get back to having more diversity in our map rotations. I have to say I a am getting to the point I would rather run my hottest mech build on Terra Therma than play HPG again.
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