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#1 RePlayBoy101

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Posted 17 July 2018 - 03:52 AM

so after 5 years nothing has changet at all ... STOP MAKING CIRCLE MAPS

make a corridor map ffs ... its something new ... what this game has right now is ring maps and everyone that goes over 60 kmh iis running in a circle like a headless chicken

i cant even make myself to play this game for more than 30 min ... i guess ill quit the game again for 3 years

Edited by RePlayBoy101, 17 July 2018 - 03:53 AM.


#2 Vellron2005

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Posted 17 July 2018 - 04:43 AM

The game desperately needs new maps of any kind.. but yeah.. maps with multiple avenues and no "rush to center and die, or nascar and get backstabbed" type play would be nice..

#3 Appogee

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Posted 17 July 2018 - 04:50 AM

View PostRePlayBoy101, on 17 July 2018 - 03:52 AM, said:

make a corridor map ffs ... its something new ...

You want corridors...? Try the Siege Maps in Faction Play :)

But yeah, it's time for PGI to start accepting and publishing a community map a month. They clearly won't commit enough in-house resources to create enough new maps by themselves.

#4 Tetatae Squawkins

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Posted 17 July 2018 - 05:07 AM

I definitely prefer lane or maze style maps over big open rush to center maps. It would be nice to have more of both though.

#5 Vellron2005

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Posted 17 July 2018 - 05:09 AM

View PostAppogee, on 17 July 2018 - 04:50 AM, said:

You want corridors...? Try the Siege Maps in Faction Play Posted Image

But yeah, it's time for PGI to start accepting and publishing a community map a month. They clearly won't commit enough in-house resources to create enough new maps by themselves.


Agreed.. and community-made maps would probably be better quality too, cose' of the sheer effort people would put in.. when you don't have to deal with asset development, but only with asset application, and don't have a boss looking over your shoulder asking when the project will be done... great things can be achieved.

#6 Daggett

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Posted 17 July 2018 - 05:42 AM

In my experience Solaris was a step in the right direction, Nascar seem to happen muss less often there. Rubbelite isn't that bad either because of it's height differences.

True corridor maps btw. could have quite some bad implications since fast mechs need some room to maneuver and flank. And if you make the corridor wide enough to allow for this room you will automatically create cover-elements which invite for nascar.

Nascar can happen everywhere regardless on how much you try to avoid it while designing a map. PGI can only try to design maps without too obvious locations. And i think they did quite well in their last maps mentioned above compared to maps like Caustic.

Also keep in mind that while PGI designed quite a lot obvious nascar-maps, most of them are designed at least smart enough to feature shortcuts. And it's not PGI's fault if players refuse to use said shortcuts to stop a nascar that's not in their favor.

Examples:
HPG: The team that takes top to cut corners while the other still nascars will probably win.
Mining: The team that takes top to cut corners while the other still nascars will probably win.
Canyon: The team that utilizes the small top area in D4 to cut corners while the other still nascars will probably win.
Caustic:The team that runs through the volcano's center to cut corners while the other still nascars will probably win.

This image should sum it up, works with most popular nascar-maps:
Posted Image

Edited by Daggett, 17 July 2018 - 07:49 AM.


#7 JediPanther

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Posted 17 July 2018 - 08:53 AM

I blame pgi's map design for the meh stale qp matches most of the time. While the actual fighting is fun the maps themselves heavily feature "a thing" or central feature in the middle of the map or the game mode itself does this such as domination and bases in direct straight line from the other in assault or incursion.

It takes less than two weeks once a map is out or spawn locations changed for a grid to become "the grid" where fighting happens. Alpine is normally k9,canyon D4 aka Pride Rock. Solaris D5-E5. I remember that old pc gamer magazine article during closed beta which pgi gave a very detailed map design methodology basically saying the teams are funneled into each other to fight soon as possible.

the only truly good thing about the map design in qp is that if you can get the 11 randos you're with to follow your "suggestions" and actually use different parts of the map or go back to using an older map tactic like alpine H 11-12 or the D8 you can have a lot of tactical and fun options. d8 alpine is really hard to get into without jump jets and has three small narrow paths up to it making it a prime spot to defend.

#8 Papaspud

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Posted 17 July 2018 - 10:07 AM

No time or money for new maps, instead we get..... SOLARIS!!!, yes that mode that all of 50 people play, new maps are for the plebs.

#9 Requiemking

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Posted 17 July 2018 - 10:20 AM

The only map im interested in is getting the proper Ishiyama caverns in. Narrow, winding tunnels with no minimap and no clue where the enemy is or even how big the map is.

#10 Prototelis

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Posted 17 July 2018 - 11:26 AM

The basic map strats are the easiest to execute, most likely to succeed, and require the least amount of coordination. That is why they are popular.

#11 Athom83

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Posted 17 July 2018 - 12:15 PM

View PostPapaspud, on 17 July 2018 - 10:07 AM, said:

No time or money for new maps, instead we get..... SOLARIS!!!, yes that mode that all of 50 people play, new maps are for the plebs.

And the Solaris City map at the same time, which is a mix of the 'central area' style and urban corridors (that hardly anyone takes).

#12 Monkey Lover

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Posted 17 July 2018 - 01:05 PM

New maps isnt going to change anything. They need to add in random assets into the maps we have now. Add iin walls,block pathways, add ramps and so on. Put in new buildings and take them away.




#13 Mechwarrior1441491

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Posted 17 July 2018 - 05:33 PM

we still aren't able to have hollow or destroyed buildings where we can set ambushes. They are solid terrain pieces for the most part. Let us destroy buildings to create rubble for hiding and making it harder for mechs to sit behind solid terrain because the cover wont last forever.

#14 50 50

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Posted 17 July 2018 - 07:08 PM

View PostMonkey Lover, on 17 July 2018 - 01:05 PM, said:

New maps isnt going to change anything. They need to add in random assets into the maps we have now. Add iin walls,block pathways, add ramps and so on. Put in new buildings and take them away.


Totally agree with this.
Having a 'battle state' variation for each map, like the day/night and weather options would be very cool.

Random assets that can appear in different areas of the map that create new options or restrict certain pathways would really change up the game play on the existing maps.
A collapsed building, a land slide, a downed dropship.

I had a thread somewhere.......

#15 Anjian

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Posted 17 July 2018 - 07:37 PM

Satelight doesn't feel like a nascar map to me, but Solaris has a bit.

Maps in this game has good visuals but terrible terrible level design.

If you don't want a map to nascar, take a look at maps on games that don't nascar.

At least you don't nascar on siege mode, one of the few benefits in playing FP.

Edited by Anjian, 17 July 2018 - 07:38 PM.


#16 thievingmagpi

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Posted 17 July 2018 - 07:45 PM

it's just more illustration of how little pgi cares about this game and the community.

as a kid I was pumping out maps for UT, DOD, W:ET...

There are 3-4 FP only maps that can be easily adapted for GP/QP.

There are what, 3 old maps that have been removed from GP/QP.

....nothing but crickets.

Edited by thievingmagpi, 17 July 2018 - 07:47 PM.


#17 MW Waldorf Statler

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Posted 17 July 2018 - 07:58 PM

View PostMechwarrior1441491, on 17 July 2018 - 05:33 PM, said:

we still aren't able to have hollow or destroyed buildings where we can set ambushes. They are solid terrain pieces for the most part. Let us destroy buildings to create rubble for hiding and making it harder for mechs to sit behind solid terrain because the cover wont last forever.

lol ...MWO has problem by many effects and Projectiles and now additional calculations for destroyed Buildings...PGI has nothing ressources for Maps for MWO ...all working thats MW5...PGI has no ressorces for his own MW5 Webpage ,the newest news of it ...the Mechcon 2017 is coming :D

Edited by Old MW4 Ranger, 17 July 2018 - 08:01 PM.






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