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Mwo Map Concept: Tukayyid Farmlands


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#41 Rekkon

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Posted 18 November 2017 - 07:57 AM

View PostPeter2k, on 18 November 2017 - 01:17 AM, said:

If there's nothing there wouldn't be easier to just nuke the area and move on? Or just to pass the planet if it has no value?

Aren't Mechs deployed to battle over stuff you might want to keep?


Battletech warfare generally does not involve nukes or orbital bombardment. After the Ares Convention and before the Jihad, those things were rare to uncommon. If you wanted something important, you had to land forces. The other guy was probably defending the important thing, so you had to land somewhere else and move overland. If the other guy wanted to prevent damage to the important thing, he probably maneuvered to fight you somewhere between those two points. Or sometimes you land just to fight the enemy forces that are there, or pursue a retreating foe to prevent them from reorganizing into a more effective resistance.

And if we are talking about inter-Clan fighting, they deliberately fight somewhere other than the subject of the Trial to avoid damage to it.

#42 WrathOfDeadguy

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Posted 18 November 2017 - 01:57 PM

Minor nitpick: the Ares Conventions were laid out before 'Mechs even existed. The Hegemony and the great houses had a habit of ignoring the Conventions whenever it suited their fancy (as during the "Reunification War" where they waged total war to conquer the Periphery), and they were formally renounced by all five great houses after the Star League fell. It wasn't until the Third Succession War that great houses finally agreed that certain targets should be off-limits to prevent the total collapse of interstellar civilization, because by then the things they were fighting over (and with) couldn't be replaced. The limits placed on warfare in that era ended up being more restrictive than anything laid out in the Conventions, because when the Conventions were written nobody had considered the possibility of things like jump drives and 'Mechs becoming lostech.

The moral of the story being that it's generally not a good idea to bomb your enemy back to the stone age, because they'll probably do the same thing to you in response... and then you're gonna be properly screwed when the Clans show up, armed to the gills with all the tech you didn't bother preserving.

#43 CK16

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Posted 20 November 2017 - 06:26 AM

For those saying needs a lot more cover, if PGI made this aknife fight/cqb map I would cry lol. Come on it is rolling country not a city map lol. I think it would change things up a bit from the current line ups. Would probably be anti Nascar atleast. Could see it playing like grim honestly. But Grims look just blah! Give me fields of gold and green!

#44 Rekkon

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Posted 20 November 2017 - 06:34 AM

View PostWrathOfDeadguy, on 18 November 2017 - 01:57 PM, said:

Minor nitpick: the Ares Conventions were laid out before 'Mechs even existed.

I never said anything about mechs.

#45 Cato Zilks

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Posted 20 November 2017 - 03:53 PM

Yall are way off in the woods.

As for the proposed map, Tarogato laid out some very real problems in the other thread (see https://mwomercs.com...yyid-farmlands/). This map as currently construed is a giant bowl where people can see each others drop zones. Now, much of that can can be fixed with a more dynamic landscape. One thing that was suggested is that as this is Tuk, we should see some fortifications. While large structures would ruin the vibe of the map, mech trenches could be interesting. That combined with actual rolling hills and a winding river, this map could be a very could battle ground that offers pretty open sight lines with good visual cover.

Edited by Cato Zilks, 20 November 2017 - 03:53 PM.


#46 Anjian

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Posted 20 November 2017 - 05:25 PM

Here is an inspiration. Maybe this can be used for a Polar Highlands variation. Trenches and valleys can be adjusted for mech heights to provide better cover for mechs.



#47 Scout Derek

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Posted 20 November 2017 - 05:49 PM

View PostAnjian, on 20 November 2017 - 05:25 PM, said:

Here is an inspiration. Maybe this can be used for a Polar Highlands variation. Trenches and valleys can be adjusted for mech heights to provide better cover for mechs.



pls no

#48 LordNothing

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Posted 20 November 2017 - 06:02 PM

View PostSpheroid, on 16 November 2017 - 09:31 AM, said:

@Mole: I disagree, I see a lot of cover on that map. Both hardcover and the line sight variety.


do like hedgerows or something. these were pretty troublesome in ww2 because you never knew if there was a machine gun nest or a tank over the next hedge. on the other hand i agree this would be just another tourmaline clone and we dont need any more of those. more vertical maps, like a tiered city would be kind of cool.

#49 Humpday

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Posted 20 November 2017 - 09:07 PM

Looks like a terrible map, a green polar highlands.

#50 Humpday

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Posted 20 November 2017 - 09:17 PM

Its really bizarre that there is so much positive behind it. Are you liking just the general look of the map(aesthetics)....because thats literally polar highlands.

#51 Shifty McSwift

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Posted 20 November 2017 - 11:42 PM

View PostHumpday, on 20 November 2017 - 09:17 PM, said:

Its really bizarre that there is so much positive behind it. Are you liking just the general look of the map(aesthetics)....because thats literally polar highlands.


Yeah I mean except for the several points that are substantially different, it is exactly the same! /s >.>

Maybe not everyone hates polar to the same degree as you, I can find positive aspects in polar in my short range brawlers, and I can see them here. Polar is one of the only maps that actually has fields of trench systems, which makes for interesting fights, the lack of hard cover is annoying particularly when you consider that LRM boats are too well rewarded for nothing through that, but seriously, LRMs are average as heck, if your team is silly enough to sit and be taken down 1 by 1 to lrm boats, you probably wouldn't have won in any other situation either,

#52 Jackal Noble

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Posted 20 November 2017 - 11:49 PM

Fantastic work, as always jjm1!

#53 Jackal Noble

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Posted 21 November 2017 - 12:01 AM

I get in trouble all the time for not contributing in a constructive manner;

Well here's my constructive criticism - The ones that are giving negative feedback are a very special sort of human being. jjm1 made this, at least appreciate it for what it is. Stop being such a tryhard at all things Mechwarrior. good lord

#54 Jackal Noble

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Posted 21 November 2017 - 12:24 AM

And for those that haven't seen this other fantastic piece of work by jjm1 (hope you don't mind)


Edited by JackalBeast, 21 November 2017 - 12:26 AM.


#55 Formosa The God

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Posted 21 November 2017 - 03:34 AM

View PostJackalBeast, on 21 November 2017 - 12:24 AM, said:

And for those that haven't seen this other fantastic piece of work by jjm1 (hope you don't mind)




Holy Shitballs, I would love to play on that map!

#56 Jackal Noble

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Posted 21 November 2017 - 10:51 AM

Further, feel free to check jjm1's other work, mech concept sketches and MWO mech concept re-skin's (probably the best you will find)

#57 MW Waldorf Statler

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Posted 22 November 2017 - 03:24 AM

thats a little is like my fastbuild Testmap idea ...build with MWO assets in the SDK
6 Hours Work
only 3 Groundtextures (more like Procedual terrain maps)
buildings as Placeholder
2 Veg-Layers(Trees and Bushs /Grass)
https://youtu.be/sLW9yJ1okJc

more Earthlike Planets ...rolling hills ..not more Unreal T. or Quake Close Fight Arena Maps

Edited by Old MW4 Ranger, 23 November 2017 - 03:15 AM.


#58 Anjian

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Posted 22 November 2017 - 10:33 PM

View PostJackalBeast, on 21 November 2017 - 12:24 AM, said:

And for those that haven't seen this other fantastic piece of work by jjm1 (hope you don't mind)


It reminds me of an Armored Core V map.

#59 Garran Tana

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Posted 28 November 2017 - 01:21 PM

I just saw this picture and it remided me about this topic.Posted Image





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