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Map Ideas


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#1 MW Waldorf Statler

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Posted 11 July 2017 - 04:46 AM

Hi :) in the Moment im working an little Mapprojects by SDK Cryengine with MWO Assets

now im build this tread for Ideas, inspirations and criticism or give other people inspirations and Ideas

First a Video of my idea for a destroyed MWO City after Heavy Battles working in progress



#2 Anjian

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Posted 11 July 2017 - 05:01 AM

Not bad at all...

#3 Ruben Faust

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Posted 11 July 2017 - 08:59 AM

Very impressed.

#4 Accused

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Posted 11 July 2017 - 11:31 AM

Wow, did that cost you $250,000 to make?

#5 Tarogato

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Posted 11 July 2017 - 12:31 PM

1. too many things to trip over and get your mech stuck on

2. too many buildings too close together that people would think they can walk through, but will get stuck

3. too much stuff, in general. I could imagine the performance (framerate) on this map would be absolutely terrible, perhaps unplayable. The reason is because sightlines are not broken up effectively, you constantly have to render a very large amount of geometry (assets)

4. where's the plan? The overhead view? The layout? The gameplay/flow?

#6 MW Waldorf Statler

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Posted 11 July 2017 - 01:37 PM

View PostTarogato, on 11 July 2017 - 12:31 PM, said:

1. too many things to trip over and get your mech stuck on

2. too many buildings too close together that people would think they can walk through, but will get stuck

3. too much stuff, in general. I could imagine the performance (framerate) on this map would be absolutely terrible, perhaps unplayable. The reason is because sightlines are not broken up effectively, you constantly have to render a very large amount of geometry (assets)

4. where's the plan? The overhead view? The layout? The gameplay/flow?

Thanks for you Comments Tarogato Posted Image

1:the most objects not have Geometreis and not block Movement
2:Ok, thatsa problem ,and placing the buildings more with place as now or by PGIs Maps
3:Framerate get down by effects (Volumetric effects like Smokes,Dust) ,and Calculations for movement and hits from Mechparts (seeing Framerates by 8vs8 and 12 vs 12 or incoming Dropships), Shells and Lasercalculations, not really a problem with to many objects by MWO ,the most not rendering in more Range , MWO has no farsightedness, seeing by Mechs in Range only black and low Poly
4: Layout have it ,is more like real World Places or BF2 /ARMA maps (like my Old MW4 Maps as CCC Ranger)..a Large 4kmx 4km Map , with a destroyed downTown and a Big Upper city ,Streets going to Factories ,a Trainstation and a little Garnision with 3 Highwaysfrom the Upper City crossing the and Down town.
...Gameplay is in moment only Assault or Skirmish, with the Size direction to FW is in Mind

Edited by Old MW4 Ranger, 11 July 2017 - 01:52 PM.


#7 Tarogato

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Posted 11 July 2017 - 01:49 PM

View PostOld MW4 Ranger, on 11 July 2017 - 01:37 PM, said:

3:Framerate get down by effects (Volumetric effects like Smokes,Dust) ,and Calculationslike movement and hits from Mechparts, Shells and Lasercalculations, not really a problem with to many objects by MWO ,the most not rendering in more Range , MWO has no farsightedness, seeing by Mechs in Range only black and low Poly



Actually, the reason I stated is why I believe certain maps have very low framerates. Grim Plexus is the worst offender, as it has those large bismuth pylons that can be seen across the entire map and must be constantly rendered - that map has one of the worst framerates in the game, and it's because of how complex those bismuth pylons are and how many of them must be rendered constantly. Same goes for Grim Portico. Similarly, other maps that perform poorly are River City, Crimson Straight, and Forest Colony, and to some extent Viridian Bog, which all have loads of assets that are constantly in line of sight, or also water (which is a huge performance drain). Examples of maps that perform well are Canyon Network (not many assets, and quite simple ones), HPG Manifold (all of the grey structures have relatively simple geometry that is easy to render), Alpine Peaks, Boreal Vault, Hellebore Springs, (almost no assets to speak of), and an example of a very well optimised map is Terra Therma (both new and old), where sight is limited to small regions due to how much the volcanoes break up the line of sight.

#8 MW Waldorf Statler

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Posted 11 July 2017 - 08:12 PM

Hi Tarogato
All this maps have by me 20-25 Frames...Viridian mit Dust and Lightshafts and Glimmering Effects by Portico of the Bismuth Pylons or Frozen mit Icestorm effects bring the Frames fast down with effects on
Im have all Postpro and Effects to Low, hats a Problem and Bottleneck like the spectaculum Effects and Shimmering and Lightcalculations of all Objects,all effects of low and noch problems-Framedrops and Freezes only by Dropships and in the Mechlab and Heavy Firefights.Terra Therma have many objects in View , some a Crimson or more as Viridian.
My PC a Old 4 core Phenom II 840 , my Graficccard NividiaGTX 650TI, 16GB RAM ...a very hard Framedrop older days the Smoke Effect in Zoom of HPG terrible 2 Seconds only slideshow with this Postproccesing effect-effects off, all maps run with no further Problems.

Edited by Old MW4 Ranger, 11 July 2017 - 09:21 PM.


#9 Ngamok

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Posted 11 July 2017 - 08:27 PM

I had an idea for a map where it was sort of like HPG Manifold except it would be a large mountain that was hollowed out by excavation equipment. It would have 6 entrances, and 4 of those 6 would have a connecting tunnel. Also those 2 tunnels that connected would also have a side ramp that goes up to a top level that had a ledge that ran the perimeter. The center would have either large equipment in it to prevent straight LOS or Stalagmite and Stalactites to maneuver around and use as cover. Also the outside of the mountain would have terrain to get around as well, maybe with some sort of cover.

The cavern would have to be pretty large to house 24 mechs so it could be just a very large mining project that was going on in it and around it.

#10 MW Waldorf Statler

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Posted 11 July 2017 - 09:09 PM

Hi Ngamok https://static.mwomercs.com/forums//public/style_emoticons/default/smile.png im have same Idea and working by a Thunder rift Map ...problem ...im take the Caverntop of the Cavern , im have Zero View in the cavern , alls dark , in SDK 5.2 all Objects have Real Shadows ...now im searching by the Cry 5.2 for seetings to have a Clear shadowfree editor View like the older SDK 3

Im hate this shimmering shiny Toy Mech camouflages and all this spectacular Effects in MWO ,drop down the Performance(in other Games thats can make off)...thats a factor for less Performance added to the the serverbased Calculation and the poor Experience with Games from PGIs Side Posted Image

Edited by Old MW4 Ranger, 11 July 2017 - 10:56 PM.


#11 Vellron2005

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Posted 12 July 2017 - 12:18 AM

You are doing great OP, but you need the following:

1) Tall skyscraper buildings, some intact, some showing significant damage.

2) Foliage.. like trees, bushes, and stuff like that. A little more green would belp

3) A bit more vehicles, upturned, burning, pieces of burning mechs and such.

4) Active fires and smoke

5) Take note that much of the landscape is low and flat, make the debris piles higher in some spots, a MWO map needs cover, but don't overdo it..

6) A burning, ruined city will usually have a black smoke-filled sky above it.

7) The docks need a bit more work, perhaps some ships and naval assets.

8) Right now, the ruined city is just a city.. give it some distinguishing features to make it stand out.. Like the stone faces in Crimson for instance..

All in all, great work! Keep it up! :D

#12 MW Waldorf Statler

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Posted 12 July 2017 - 12:37 AM

View PostVellron2005, on 12 July 2017 - 12:18 AM, said:

You are doing great OP, but you need the following:

1) Tall skyscraper buildings, some intact, some showing significant damage.

2) Foliage.. like trees, bushes, and stuff like that. A little more green would belp

3) A bit more vehicles, upturned, burning, pieces of burning mechs and such.

4) Active fires and smoke

5) Take note that much of the landscape is low and flat, make the debris piles higher in some spots, a MWO map needs cover, but don't overdo it..

6) A burning, ruined city will usually have a black smoke-filled sky above it.

7) The docks need a bit more work, perhaps some ships and naval assets.

8) Right now, the ruined city is just a city.. give it some distinguishing features to make it stand out.. Like the stone faces in Crimson for instance..

All in all, great work! Keep it up! Posted Image

1 -2 yes ,this all come ...thats a first View after 16 Hours in 4 Days Working of it Posted Image the Damage from the Building go less ,with further go to the northern Upper City ..this is more a Intact ecvacuated City with less Damage
3 last details ...coming soon
in Moment im build some Citymodules (the city is build with 3 Modules) and Factories Modules ,with many variations in it to combined this to larger City Units binding with streets and now searching the Fire and Smoke Effects in the Assets (Problem more effects =less performance)
Trying to use the Procedual Vegetation paint tool of the Cryengine for Trees bring like the most procedual Generated Assets in Games very bad looking results Posted Image now im Build handmade Treegrous for use.

Edited by Old MW4 Ranger, 12 July 2017 - 01:51 AM.


#13 MW Waldorf Statler

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Posted 12 July 2017 - 02:16 AM

for Inspiration of the Factoryside im like Galveston (Lone Star State)...Google Earth a Great Inspiration Key :D

Posted Image

Posted Image

Posted Image

Edited by Old MW4 Ranger, 12 July 2017 - 03:38 AM.


#14 MW Waldorf Statler

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Posted 12 July 2017 - 04:39 AM

Maplayout schematic


Posted Image

painted green =woods
Painted black -Railways
Blue and rose =Streets and Bridges

#15 STEF_

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Posted 12 July 2017 - 05:11 AM

I really miss a lot a true city map, like we had in mw4.

Building all over the map, a city jungle.

Those were the best maps in mw4, for me.





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