

I Can Only Dream: Destructible Solaris Map
#1
Posted 03 February 2019 - 10:25 PM
#2
Posted 03 February 2019 - 11:52 PM

#3
Posted 03 February 2019 - 11:57 PM
#5
Posted 04 February 2019 - 09:19 PM
Like spike pits, buzz saws, smashers etc.
#6
Posted 04 February 2019 - 10:10 PM
Prototelis, on 04 February 2019 - 09:19 PM, said:
Like spike pits, buzz saws, smashers etc.
what about dropping boulders? would be pretty darn sweet and if you get hit by boulder your mech gets knock down, seems like a good way to bring back knockdowns make them only work after blowing a bridge under a mech or having a heavy object fall on them
#7
Posted 05 February 2019 - 12:25 AM
Variant1, on 04 February 2019 - 09:02 PM, said:
Can be damaged. Yes. Destroyed. No. Would be cool, imagine if the overhead section collapsed in areas after the columns are destroyed.
Would be neat to destroy bridges to prevent traversing away.
I just wish the good elements of the Solaris 7 maps in their fluff were here. Imagine if Steiner Colosseum could create walls/mazes that shift every 10 to 30 seconds starting maybe a minute into the fight.
What if the caves could keep going, splicing on additional areas as you keep running for a real running battle, akin to how MGS1 creates the endless shaft by placing what you seen up ahead of you as you go (caves would need to be a fair bit darker to pull this off).
What if factory actually had working machinery where you could activate elevators and manipulate crane arms with crates to soak fire or ram the other guy.
What if the maps had landmines triggered by vibrations of certain levels?
What if we had the other simple maze map with hidden turrets that attack anyone close by that you could trick your enemy into triggerig?
What if we had a 12 mech free for all king of the hill....where the hill is slippery on the more direct ways up and falling actually looked like falling rather than standing through the air... where weapons could push...and the moat around it actually slows you down on your approach.
....What if we had Solaris 7.....in our Solaris 7.

Edited by Koniving, 05 February 2019 - 12:26 AM.
#8
Posted 05 February 2019 - 01:06 AM
at the very least buildings, trees, and certain rocks should be destructible.
#9
Posted 05 February 2019 - 06:27 AM
It is a great idea ! A programming nightmare, but a great idea. If this was possible, many other maps would play far better and players would have to actually use their mini-maps for something other than a neat visual.....Showing no-go terrain would be critical late game. Again, something for the wish list. Does any game do this?
#10
Posted 05 February 2019 - 03:34 PM
Snowhawk, on 03 February 2019 - 11:52 PM, said:

I've done that. Stock e4300 latitude laptop. No dedicated video graphics only 32mb on the board. you can log in and mess with mechs in mech lab and you can even training grounds. Forget an actual match. You can't even lock on for lrm atlas and I have tried it. I did get the holiday mechs though so the one match i threw was worth it.
#11
Posted 05 February 2019 - 09:58 PM
Koniving, on 05 February 2019 - 12:25 AM, said:
Would be neat to destroy bridges to prevent traversing away.
I just wish the good elements of the Solaris 7 maps in their fluff were here. Imagine if Steiner Colosseum could create walls/mazes that shift every 10 to 30 seconds starting maybe a minute into the fight.
What if the caves could keep going, splicing on additional areas as you keep running for a real running battle, akin to how MGS1 creates the endless shaft by placing what you seen up ahead of you as you go (caves would need to be a fair bit darker to pull this off).
What if factory actually had working machinery where you could activate elevators and manipulate crane arms with crates to soak fire or ram the other guy.
What if the maps had landmines triggered by vibrations of certain levels?
What if we had the other simple maze map with hidden turrets that attack anyone close by that you could trick your enemy into triggerig?
What if we had a 12 mech free for all king of the hill....where the hill is slippery on the more direct ways up and falling actually looked like falling rather than standing through the air... where weapons could push...and the moat around it actually slows you down on your approach.
....What if we had Solaris 7.....in our Solaris 7.

PGI seriously needs to hire a team of modders that can do that, you got some nice ideas that i want so bad right now.
Khobai, on 05 February 2019 - 01:06 AM, said:
at the very least buildings, trees, and certain rocks should be destructible.
Lrms arent terrible, just reposition and shoot. stop sitin behind a rock and get in the battle
#12
Posted 06 February 2019 - 12:31 PM
Variant1, on 05 February 2019 - 09:58 PM, said:
Thank you.
Sad thing is they are not my ideas.
They are literally from the Solaris Tabletop maps.
The run-on caves is from Ishiyama Caves and each time you reach the edge of the map, you just add on another section..as such the caves go on "seemingly" forever in winding twists, turns and other craziness.. Nevermind the pitfalls and collapsable paths and such that I neglected to mention. Land bridge going across? Pew pew bang bang fwoosh, falling mech brought down to your level, if not down a potentially lethal pit.
King of the hill is from a map not yet in MWO's Solaris...
Steiner Stadium's walls are straight up from Steiner Stadium, which exists for the sole reason that the actual arena beyond the seating is boring. Its just sand. Everywhere nothing but sand... and then as the mechwarriors enter and have their first exchange, suddenly walls and pillars emerge from below and the battlefield shifts periodically, a wall of cover you have at one moment is pulled back into the ground the next leaving you completely exposed while the enemy is hoisted up into the air by standing on one of these walls. (Unlike the exterior walls, seating etc, the walls that emerge are largely featureless aside from the damage they receive and they are destructible for the more brutish of fighters).
Mech Factory's details that I shared, straight from the book. Though it is technically in there under moving platforms, the specific idea of ramming someone with a crate was kinda motivated by this.
Davion Colosseum is a large holodeck of sots, able to recreate any other map at random as well as originals, as such it could be used to "randomly generate" some MW2 style terrain for massive nostalgia on a cheap budget as well as be a random card for any other 'banned' map during MWO's selection process.
Then there's an underwater arena known as the Pool.
The ideas are literally from the material that PGI had.
There's even a breakdown of how to do tabletop in close to real time with 2.5 second time slices (yep, its still 30 heat max, so the fact that we at one time could get over 100 heat was absolutely insane, at least now it caps out somewhere above 60) that ends up in a near 1 to 1 conversion of the two, though in order for a real time mechwarrior game to best reflect it the FPS would need block commands in order to bring arms up to block shots made to your torso and the ability to manually set convergence. The breakdown also goes right down to near "real time" cooldown times for weapons and how they mesh, which every mechwarrior game has used the how they mesh with real time use...except MWO. (They haven't necessarily used the same cooldown times.)
So yeah its all right there.
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