Map Ideas
#1
Posted 11 July 2017 - 04:46 AM
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
Posted 11 July 2017 - 05:01 AM
#3
Posted 11 July 2017 - 08:59 AM
#4
Posted 11 July 2017 - 11:31 AM
#5
Posted 11 July 2017 - 12:31 PM
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
Posted 11 July 2017 - 01:37 PM
Tarogato, on 11 July 2017 - 12:31 PM, said:
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
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
Posted 11 July 2017 - 01:49 PM
Old MW4 Ranger, on 11 July 2017 - 01:37 PM, said:
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
Posted 11 July 2017 - 08:12 PM
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
Posted 11 July 2017 - 08:27 PM
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
Posted 11 July 2017 - 09:09 PM
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
Edited by Old MW4 Ranger, 11 July 2017 - 10:56 PM.
#11
Posted 12 July 2017 - 12:18 AM
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!
#12
Posted 12 July 2017 - 12:37 AM
Vellron2005, on 12 July 2017 - 12:18 AM, said:
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!
1 -2 yes ,this all come ...thats a first View after 16 Hours in 4 Days Working of it 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 now im Build handmade Treegrous for use.
Edited by Old MW4 Ranger, 12 July 2017 - 01:51 AM.
#13
Posted 12 July 2017 - 02:16 AM
Edited by Old MW4 Ranger, 12 July 2017 - 03:38 AM.
#14
Posted 12 July 2017 - 04:39 AM
painted green =woods
Painted black -Railways
Blue and rose =Streets and Bridges
#15
Posted 12 July 2017 - 05:11 AM
Building all over the map, a city jungle.
Those were the best maps in mw4, for me.
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