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New Maps Using Old Assets


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#1 Suko

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Posted 25 August 2017 - 02:14 PM

It was so long ago that I can hardly remember when exactly it was mentioned, but at one point in a Town Hall (or whatever they were called before they were Town Halls), we were told that map product would “ramp up” soon by utilizing existing assets to make “new” maps without requiring the creation of new models from the modeling team. The result of this process is Mining Colony. You can see that they reused many of the elements to form a “new” map without needing to create new model elements. IMO, the result wasn’t too bad either.

Now here we are, years later and the maps are as scarce as unicorns. It’s been over 18 months since the last map has come our way and although Russ claims new maps are on the horizon, I am seriously skeptical we’ll see more than 2 new NON-SOLARIS maps by the end of 2018 (16 months from now). I wish I was wrong, but I’ve seen the Soon ™ thing too many times over the years to take the news of new maps at face value.

My question is; what ever happened to this “More maps with current assets” approach? Did PGI ever address this at any point and I just missed it? What is their reason for the lack of maps in the last 1.5 years? Did the map creator quit and they couldn’t get a replacement guy in? Does anyone know or have sources they could point to that would inform me on this!?

There’s been a lot of threads already about “what kind of maps would you like to see”, but I’ve always been careful about wishing for things that wouldn’t be too complicated to add to the current game. With that in mind, here’s (yet some more) suggestions for maps that shouldn’t be hard to make with the current assets:


Desert Canyon with Pillars
https://goo.gl/photo...AmiTPQ31w7

Ever since MWO started I was hoping to see a map like this, or at least with areas like that shown in this image. Basically it would be all the Canyon Network assets, but done with more paths and less emphasis on the trench warfare of the current map. Maybe have more open zones populated with rock pillars like the image above. It seems like some very interesting fights could take place utilizing something like this.


Default Battletech Maps
Posted Image


Take a map like Polar Highlands, but change it to a temperate climate and add some small groves of trees and water features. You could use assets from Polar, Canyon and Forest Colony to make a very unique map without any need for new assets. It might be neat if PGI looked at some of the old Board Game maps and used them as "inspiration" for new maps. Obviously a single Battletech mapsheet is far too small, but if we could get a new map with the same “feel” of these classic map sheets, that would be great.


Cavern Map
Posted Image

No need to retread old ground. This has been mentioned many times. There’s even a thread about it right here (https://mwomercs.com...nderground-map/). Thanks to the large perimeter walls and the dark sky overhead, Mining Colony already feels like it takes place underground. Just take 80% of those assets and some of the rock assets from Canyon and you got yourself a new map. Perhaps you could add the rock pillars from my example above into areas of this as well? I would love to see some sparkly geodes or crystalline structures to make this map feel super unique, but this thread is about current assets for new maps, so I won’t go down that rabbit hole.


Jungle Crash Site
Posted Image

Posted Image

Imagine a map like Tourmaline (craters/valleys with open spaces in-between) and then add lots of jungle on top of it and perhaps some hot springs or geyser areas from Caustic. Maybe throw in a crashed dropship with a huge trench running across the map from where it crash landed. All of these could be done with existing assets.


P.S. Yes, there’re dozens of threads like this already and I don’t care. PGI needs to know that 1 map a year is a piss poor production output. I want them to own the “new maps faster with current assets” comment they made years ago and start giving us more maps at a reasonable pace.

#2 Athom83

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Posted 25 August 2017 - 02:21 PM

They are working one one right now. The next slated to release has Tourmaline assets with a layout somewhat akin to Canyon. There are also a bunch of other map assets that they have FW maps for, but not any QP (and vise versa), so they can start ramping up after they finish the currently slated features.

#3 Felbombling

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Posted 25 August 2017 - 05:04 PM

It is a solid question to ask. With all the assets they have in place already modeled, complete with hitboxes and everything else required to make them function properly in game, you'd think that map production would be much easier than it was years ago... and faster. Shouldn't half the work be already complete before each new map is even started in production, if the base terrain can be populated with pre-manufactured assets?

Perhaps someone with game design knowledge could chime in here, especially from PGI. A full calendar year has gone by since the Terra Therma reboot was injected into the game. That was the same patch that the Huntsman came out, folks.

The Town Hall suggested that two Quick Play and three Solaris VII maps were in the works, but I'd really like to know the commitment level PGI has beyond those five.

#4 JC Daxion

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Posted 25 August 2017 - 06:16 PM

View PostSuko, on 25 August 2017 - 02:14 PM, said:



Now here we are, years later and the maps are as scarce as unicorns. It’s been over 18 months since the last map has come our way and although Russ claims new maps are on the horizon.







Actually that is not correct,, Last new map was last October, so when nov hits with new maps it will be 12 months total.


BUT they also had to update all the other maps with incursion, and escort.. that was a good deal of map work as well. To date this is the longest we have ever gone with out a new map.


I do agree, that maps should be a focus over the new few years.. I really think the feature additions are getting to the point that we just need more mechs, more polish, and better balance with new maps

#5 Spheroid

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Posted 25 August 2017 - 07:35 PM

I believe Grim Plexus was a product of that philosophy, but that is a very old map by now.

#6 qS Sachiel

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Posted 25 August 2017 - 08:49 PM

View PostJC Daxion, on 25 August 2017 - 06:16 PM, said:





Actually that is not correct,, Last new map was last October, so when nov hits with new maps it will be 12 months total.


BUT they also had to update all the other maps with incursion, and escort.. that was a good deal of map work as well. To date this is the longest we have ever gone with out a new map.


I do agree, that maps should be a focus over the new few years.. I really think the feature additions are getting to the point that we just need more mechs, more polish, and better balance with new maps


Escort maybe, because you've got to program the route and account for VIP getting glitched and bugged, but incursion? really?
placing static assets takes that long? If that's the case then their model/build software is lacking and they're working against themselves. At this point, making map changes should be a 'pick-and-place' affair.

#7 Cabusha

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Posted 25 August 2017 - 09:08 PM

It's been a loooong time since I read it, but as I recall, it was stated that making maps pulled resources from mech development. Since that's their Cash cow, map releases has always been a lower priority.

#8 qS Sachiel

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Posted 25 August 2017 - 09:31 PM

so basically they have zero redundancy in their staff capacity.
great.

#9 Suko

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Posted 25 August 2017 - 11:03 PM

View PostCabusha, on 25 August 2017 - 09:08 PM, said:

It's been a loooong time since I read it, but as I recall, it was stated that making maps pulled resources from mech development. Since that's their Cash cow, map releases has always been a lower priority.
I find it very unlikely that PGI would come out and just say that, even though I believe it is 100% true. If you find a source on that, please share. I believe the same thing that you do, that despite everything Russ says to the contrary, they put priority on building mechs and that comes at the sacrifice of other content, specifically maps.

I'm wondering what caused PGI to change their direction. They tell us they will start making maps more frequently using existing assets, then after they make one or two maps they completely drop the idea and maps become a rarity. I would love to know what caused this change in direction in regards to map production. Or, more precisely, the lack thereof.

Edited by Suko, 25 August 2017 - 11:04 PM.


#10 Andi Nagasia

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Posted 25 August 2017 - 11:08 PM

yes we are likely only ganna get 1 QP Map this year, an one early next year,
but remember they are also working on Solaris, and 5 Solaris maps,
we will likely get many more maps next year,





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