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Maps, Maps, Maps!

Gameplay Maps

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#101 evilauthor

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Posted 04 July 2019 - 05:06 PM

View PostTeenage Mutant Ninja Urbie, on 30 June 2019 - 10:39 AM, said:

you know what really would enrich the reskin-map-idea?

doing it with the vitric-forge tiles.
-they're not used in QP at all atm.
-makes for some very hot maps, instead of the boring cold ones we got right now.
-it'd totally change said maps.

example: canyon to hibernal does very little imo to change how you play that map (hint: vroom)
changing for examle alpine peaks to vitric temperatures.. oh boy^^


I can see the players bitching now about visibility issues on that map, how everything is dark despite the GIANT EFFING SUN hanging in the sky. If anything, the sun actually contributes to the visibility problem by its bright glare making it hard to see anything else... at least if you're staring in its general direction.

I foresee clever players attacking with the sun at their back to make it harder for the other guy to return fire.

#102 50 50

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Posted 18 July 2019 - 07:56 PM

We have different visibility challenges on the different maps, I can't say the big blue sun has bothered me much on Vitric Forge.... unless I stare at it for too long.
I wonder what that map would look like closer to a dusk/dawn setting and what that would do to the light and shadows on the map?

I would be pretty excited to see another map announced to get re-tiled at the moment.
The farmlands map idea has been around for a long time, whether that could be introduced as a brand new map, or we could see a map such as Polar Highlands retiled with perhaps the Emerald Taiga tileset as a farmlands map... a few changes to the buildings, alter the terrain in a couple of areas and allow for a river system on the lowground....would be awesome either way.

The Jumpship map suggestion sounds like a really cool idea for a new map as it would give that indoor map feel on the large scale. It would be really interesting to know if the Solaris Factory map could be used as a template to create cargo sections that can run side by side and end to end to give us that effect. Could have the spawn points outside on the roof where we have to fall through to the next level commando style via numerous blast holes.... so we cater for drop zone locations and think about spawn camping in a closed environment.
But being able to fight through some cargo sections with multiple levels, walkways, service ways and all sorts of cover. That would fun to have a go at.

Given there is the bit of focus on Faction Play at the moment, perhaps it should be a new or retiled Siege map that is next done.
It has been a long time.

Boreal Vault for Siege mode could use a bit of a look at design wise and maybe needs an additional ridge pass the attackers can jump jet to or something though there are perhaps a number of ideas that should be considered.

Might be a good one for a poll to determine which map players consider the best Siege map and get that one retiled.
A new one? I'm sure many would welcome that! Why isn't there a Siege map where the base is in the middle and we can attack from any side?

#103 50 50

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Posted 19 July 2019 - 08:20 PM

Siege mission on a warship?
I was pondering over the 'Jumpship' map idea a bit more and thought it would make a pretty cool idea for a Siege map.
That is, the warships in Battletech had weaponry that they could bombard the planet with.
Refer to the Smoke Jaguar incident at Turtle Bay.

So on the flip side of the map being on the planet with the idea being for the attacking force to disable it so they can land more forces, an attack by defending forces on one of these warships to disable the 'orbital cannons' onboard would be a rather funky take on it.
Fighting through the various holds (Think something like the Factory map from Solaris) of the ship to find the generators, get through blast doors and get to the cannon sounds cool.

#104 Van mw

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Posted 20 July 2019 - 03:06 PM

The least desirable Siege map that needs some changes is....

Is it me/my English or the question about the map with the lowest priority for the changes? From the "Boreal, Boreal, Boreal" I doubt I understood the idea correctly.

#105 50 50

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Posted 20 July 2019 - 04:13 PM

View PostVan mw, on 20 July 2019 - 03:06 PM, said:

The least desirable Siege map that needs some changes is....

Is it me/my English or the question about the map with the lowest priority for the changes? From the "Boreal, Boreal, Boreal" I doubt I understood the idea correctly.


Could probably say it a little differently.
"The map that you think is the worst map and therefore would like it changed"

Was trying to put it across as the map you least like to play on and therefore would like to get the map changed.

Boreal I am expecting to get the most votes because it has been hated for a while, so it's a little about highlighting the map to get something done about it if we can.

I'll re-phrase the question.

Edited by 50 50, 20 July 2019 - 04:20 PM.


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Posted 24 July 2019 - 04:38 PM

The other point that should be raised about the maps is in creating variety with what we have.
Re-tiling like we have seen with Hibernal Rift is great and gives us a new take on a map in both appearance and environment.
Brand new maps obviously give us something new to play on.

However there are other subtle ways of making changes to the existing maps that would give us some variation in the play.
One option is changing drop locations.

This post here from Tarogato gives some examples:
https://mwomercs.com...spawn-variants/

It's not ideal on all maps due to their size, but we do have some quite large maps out there where changes to the drop locations would change it around a little.

Consider the (new) Forest Colony map in Skirmish.
The current setup is East/West with one team starting in the mountains and the other out near the ocean.
But would it be possible to have those location change randomly from one match to the next and we have North/South start locations instead with both teams in the water?
I don't mean that it is permanently that way, but more of a random option when the match is created (as per what Tarogato's post was getting at)

I mentioned it earlier in this thread about using the out of bounds area as a way to use sections of a map which therefore shifts players into different terrain for the fights.
This would go hand in hand with having different drop locations and objective locations and again lets us reuse the existing maps in different ways.

If we also consider the difficulty we are seeing in actually getting games due to fluctuations in the active population, then having some variations with the drop locations/objectives and using the out of bounds to alter the 'engagement area' would work in very nicely with allowing smaller teams in the matches (ie 8v8 and 4v4).
Not only would it improve wait times and hopefully help the match maker pit equal level players against each other, but we multiply the variation in the matches and therefore our game experience.

Imagine if we could have a 4v4 match in one drop that was set in the western mountain region on Forest Colony and we run North/South but the next drop on the same map is a 12v12 running East/West.

It would be a reasonable amount of work, no doubt. But if we can multiply the usage of the maps by doing so, that would be worth while.





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