

Rubellite Oasis Teaser!
#141
Posted 03 November 2017 - 05:44 PM
#142
Posted 03 November 2017 - 06:23 PM
Hopefully the "bowl effect" will be lessened by verticality.
Also, reduced gravity, one day.
#144
Posted 04 November 2017 - 12:27 AM
ZnSeventeen, on 03 November 2017 - 06:23 PM, said:
Hopefully the "bowl effect" will be lessened by verticality.
Also, reduced gravity, one day.
I would live to see actual gravity / lack of gravity on maps, but since there is not even realistic water physics in the game (Mechs move full speed in deep water and splash like they are the size of a human), I doubt we will see gravity effects.
#145
Posted 04 November 2017 - 01:09 AM
#147
Posted 04 November 2017 - 02:05 AM
K D6 3 7, on 02 November 2017 - 06:24 PM, said:
I save all my votes for VBog (and occasionally Therma

VBog in the rain is fantastic.
I think the reason VBog gets picked so rarely is not the general architecture or looks of the map, but the sheer amount of invisible walls and terrain one can get stuck on. Lasers and shells getting blocked by the carcasses even if you seem to have a clear line of fire, missiles exploding randomly in mid air is kinda frustrating sometimes.
Apollo777, on 03 November 2017 - 12:29 PM, said:

Of course i like this new map too.

And i hope we get more new maps soon.

I miss all the old maps. Frozen city had more options being smaller as it is now. Terra Therma and Forest Colony the same. I think making the maps larger made it harder to use that terrain, especially for slower mechs. By the time you're able to flank half your team is already dead. Or your team spreads all over the damn place and gets wiped by a murderball. Forest Colony is just frustratingly large only to fight in basically one place and taking forever to even get there. And it has the same problem of terrain you can get stuck on as VBog.
There is a reason smaller maps get picked so often (HPG, Mining Collective, Canyon Network).
I'm excited to try out the new map. Don't mind hot maps, just hope it has enough viable options. Sure looks promising tho.
#148
Posted 04 November 2017 - 02:14 AM
PROGRESS!
#149
Posted 04 November 2017 - 05:12 AM
- Tourmaline Desert (Most obvious, visually)
- HPG Manifold (Same as above)
- Terra Therma (I saw a certain unmistakable platforming)
- Vitric Forge (It's just too red to be Caustic Valley)

~D. V. "I bet the Rubellite is the Red Stuff..." Devnull
#150
Posted 04 November 2017 - 08:16 AM
Side note, what's the music in the video? It's gorgeous and reminds me of many a planetarium and observatories I've visited.
#151
Posted 04 November 2017 - 09:07 AM
#152
Posted 04 November 2017 - 10:03 AM
How it plays though is far more important, new terra therma looks stunning plays badly, because there is only really two places you can fight, the rest is just one big kill box,
#153
Posted 04 November 2017 - 05:46 PM
A rolling desert with dunes a bit like Polar Highlands, more open almost-flat areas, and some small buttes and arroyos to break it up besides just having rolling dune hills. Hot during daytime, cold at night, so map temp is based on day/night cycle. Add sandstorms and a small number of wind-worn stone arches and columns. Think Twycross.
A ruined city that's mostly flat terrain with a few intact towers too tall to jump over, some craters and park areas, but it's flooded so there's water about 2-3 meters deep throughout, and most buildings are either shells you can walk through (maybe destructible?) and shoot through unimpeded, or solid but short enough to jump on top of or over. Add some tufts of moss and ferns to give the impression it's been empty for several years. If the topography is pretty simple and some of the buildings are made of repeated components, it could be pretty spacious without that much modeling work?
Rolling, hilly farmland with a real, big city visible in the far distance, and a few building complexes, roads, and elevated highways to add landmarks and hard cover.
Dry temperate land (so greenery on flats and hills, but nothing bigger than small trees, and desert mountains in the distance...like parts of California) with some open spaces and some really alien-looking rock formations that arch and swirl gracefully instead of looking like giant crystals erupting from the ground, so they look wind-worn and aged. Add some small buildings and divide it up with roadways and low walls, but give it really wide weather and visibility changes.
A couple of reskins, where map topography doesn't change but the bitmaps and temp settings do—that farmland map could easily have winter, spring/summer, and fall modes with just some color and temperature shifting. We should really also get a version of Polar Highlands where there's a blizzard that intermittently drops visibility and sensor acuity for 30 seconds to a minute at a time.
#154
Posted 04 November 2017 - 05:54 PM
Paradox42, on 04 November 2017 - 01:09 AM, said:
I have done allot of experimenting in the FPS department and I have found that the biggest FPS sinks are Shadows, partiles and sun rays. Seriously, even after upgrading to my new, nearly-cutting edge PC, I still get a brief, but very noticeable FPS drop on maps when it transitions from night to day. Apparently, I have been told that the version of Cryengine that MWO uses does not use hardware acceleration (GPU) for sun rays (this has been fixed in newer versions of Cry Engine and Lumberyard). If it is the Cryengine version that causes the issue, then PGI will not be able to do anything about it except upgrade the engine (which is unlikely to happen).
#155
Posted 04 November 2017 - 06:11 PM
However...
need more cows bell.
Um that came out wrong, I meant:
need more maps still.
#156
Posted 04 November 2017 - 09:55 PM
KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#157
Posted 05 November 2017 - 01:27 AM
#158
Posted 05 November 2017 - 01:29 AM
KHAN ATTAKHAN, on 04 November 2017 - 09:55 PM, said:
KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I'm trying to figure this one out... is that a Star Trek reference?

~D. V. "I wish I had watched those movies better..." Devnull
[Edit by Post Author for Bad Formatting.]
Edited by D V Devnull, 05 November 2017 - 01:29 AM.
#159
Posted 05 November 2017 - 03:23 AM
To me it seemed all very random, very gamey compared to the other maps more "story" driven design.
Could be that as this is just a teaser the "story" of the map would reveal itself better when seening more of it but as the teaser is now its feels very artificial/designed.
Still I am very happy that we see a new map and I hope to see some more in the future.
---
Yes the Ceti Alpha is a StarTrek reference. StarTrek II: Wrath of Khan.
Edited by Yuvile, 05 November 2017 - 03:25 AM.
#160
Posted 05 November 2017 - 08:58 AM
tokumboh, on 04 November 2017 - 09:07 AM, said:
uh, you're kidding, right? Polar's the most played map, and short of playing skirmish, there literally is only one way to win the other game modes there, specially since everyone avoids Escort like the plague, despite the fact it actually makes the game more interesting being Assymmetric (War isn't meant to be far). Rubellite kicks Polar's *** on so many levels due to tons of cover terrain, height advantage places likely only some lighter mechs can get up to, and the fog screwing with LoS. I've had some great games on Frozen City where we managed to close on the enemy team due to being under visual cover of the blizzard. more maps with that effect are welcome. also, with your wish for an Urban map, that's the next one to come out. and I've heard it might be at least Tourmaline sized, which'll blow River City and Crimson Strait out of the water.
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