This is Solaris City? But definitly NOT Solaris City on Solaris VII. It looks like a rundown city on a periphery world. There a no really tall skyscrapers, no flashy lights, not very many clubs, the streets are narrow for such a big city. At least it is discribed like that in the novels and lorebooks.
In my opinion the devs should first read the lorebooks and novels before launching such a map. In my eyes it misses the spirit of S.C., it looks like some fast created add on. Lacking heart and soul, and it has nothing new to it, except the railway lines.
I hope they'll revamp that map or take it out of the game. Or perhaps rename it, to something like "Run Down Periphery Town" or something like that.
But this is just my opinion as a BT-fan and so this map makes me feel sad.
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This Is Solaris City?!?
Started by Provo1978, Jul 11 2018 06:51 AM
8 replies to this topic
#1
Posted 11 July 2018 - 06:51 AM
#2
Posted 11 July 2018 - 07:22 AM
No underground mech pens to bypass certain areas and come out in others. No ability to go inside any buildings to set up decent ambushes. Curious why hollow structures aren't something that is being done.
#3
Posted 11 July 2018 - 11:26 PM
After taking some time striding through the map with a mech on testing grounds I actually find it to be pretty well done in comparision to other maps...regarding its details and its intention.
Cars you can thread on and blow up, trailers that fall over, trash heaps that disintegrate into a cloud of papers....the Solaris stream...all the little shops and the club fronts at the big casinos (oddly enough the PO seems unable to see that stuff) just the mechs are too big and too fast. (maybe that is your issue, take an Urbie and go slow that it feels about right)
The scaling between the city and the mechs is of somehow.
But when you take a closer look on other maps it is the same there too.
All mechs are 20-30% too big in relation to their lore size and their sourroundings.
Cars you can thread on and blow up, trailers that fall over, trash heaps that disintegrate into a cloud of papers....the Solaris stream...all the little shops and the club fronts at the big casinos (oddly enough the PO seems unable to see that stuff) just the mechs are too big and too fast. (maybe that is your issue, take an Urbie and go slow that it feels about right)
The scaling between the city and the mechs is of somehow.
But when you take a closer look on other maps it is the same there too.
All mechs are 20-30% too big in relation to their lore size and their sourroundings.
#4
Posted 12 July 2018 - 10:11 AM
Could be that the mechs are to big. but my Point is not that it's a bad map. My Point is: It doesn't look like Solaris City. It looks kinda run down. Compared to the novels etc.
I like it as a map to brawl and hunt as a light mech. It is not optimal as a game map, but i think it's playable. And i have nothing against the map as a battleground. It could be better but it also could be worse.
I like it as a map to brawl and hunt as a light mech. It is not optimal as a game map, but i think it's playable. And i have nothing against the map as a battleground. It could be better but it also could be worse.
#5
Posted 13 July 2018 - 12:24 AM
Sense of scale is off in the entire game.
It mostly always feels like you are human sized, and everything around you is dimensioned accordingly.
If you look closer on f.ex solaris city, you see that the actual doors meant for humans on some buildings are tiny, but then there's something around those doors that looks like a much bigger door, ruining the sense of scale.
From your mech, numbers on the sides of buildings are the size you'd expect them to be if you were human sized, so they have to be HUGE for humans.
Sense of scale could really use some attention
It mostly always feels like you are human sized, and everything around you is dimensioned accordingly.
If you look closer on f.ex solaris city, you see that the actual doors meant for humans on some buildings are tiny, but then there's something around those doors that looks like a much bigger door, ruining the sense of scale.
From your mech, numbers on the sides of buildings are the size you'd expect them to be if you were human sized, so they have to be HUGE for humans.
Sense of scale could really use some attention
#6
Posted 30 July 2018 - 06:50 PM
drop zone next to out of bounds, bad
maybe just a short fence/wall, that can not be knocked over but stops someone, just behind the drop may save a couple players running out of bounds at the start of the match
maybe just a short fence/wall, that can not be knocked over but stops someone, just behind the drop may save a couple players running out of bounds at the start of the match
#7
Posted 30 July 2018 - 11:22 PM
I think it could be better from a gameplay/layout perspective. It's yet another "run to the center and fight" map. But I don't agree that it looks that bad.
Given engine/performance limitations there are nice bits of detail scattered throughout. I do agree that the scaling is all over the place. But that's gamewide problem. And a problem in a lot of games.
Does it look like a real living city described in the lore? No. But I didnt expect one.
Given engine/performance limitations there are nice bits of detail scattered throughout. I do agree that the scaling is all over the place. But that's gamewide problem. And a problem in a lot of games.
Does it look like a real living city described in the lore? No. But I didnt expect one.
#8
Posted 01 August 2018 - 04:08 AM
Gwahlur, on 13 July 2018 - 12:24 AM, said:
Sense of scale is off in the entire game.
It mostly always feels like you are human sized, and everything around you is dimensioned accordingly.
If you look closer on f.ex solaris city, you see that the actual doors meant for humans on some buildings are tiny, but then there's something around those doors that looks like a much bigger door, ruining the sense of scale.
From your mech, numbers on the sides of buildings are the size you'd expect them to be if you were human sized, so they have to be HUGE for humans.
Sense of scale could really use some attention
It mostly always feels like you are human sized, and everything around you is dimensioned accordingly.
If you look closer on f.ex solaris city, you see that the actual doors meant for humans on some buildings are tiny, but then there's something around those doors that looks like a much bigger door, ruining the sense of scale.
From your mech, numbers on the sides of buildings are the size you'd expect them to be if you were human sized, so they have to be HUGE for humans.
Sense of scale could really use some attention
This is something I've always felt has been off in MWO, things like boulders and trees always bothered me and I have a feeling that it's a trade-off between a realistic scale, and an actually playable map. Maybe an actual professional level designer might chime in here but, I think if you make everything at a realistic scale, cover becomes quite a bit harder to design. If you scale up just the cover, then perhaps everything else will look wrong. The mappers have met both design goals at a sort of half-way mark - Functional map design and a reasonably realistic scale.
#9
Posted 12 August 2018 - 03:21 PM
Bad design for game play.... I guess a simple big street city grid with plazas and and parks was too much for PGI's map design team. Nice "Eye candy" but that's petty much it.... Sad.....
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