Daeron Katz, on 16 November 2020 - 01:08 PM, said:
In this thread, lets discuss ideas for updating or adding to our current maps in MechWarrior Online, such as:
New Community-Driven Map (Community input from start to finish)
I guess. But, wouldn't a map making tool be better? Just make the tool with all the assets (buildings, streets, graphics, etc.) and let the players make the maps themselves and post them someplace where PGI can check them out. Maybe on the Test Server? Or let Players download them and use them in a Custom Match? Perhaps players can vote on submissions? Sure, you'll get lots of garbage, but you will also get the occasional gem that is worth keeping. PGI gets free content. Seems Win-Win to me.
Though, the Holy Grail here is random map generation. Let the server use the assets in almost countless permutations and find a way to let everyone see the same thing through a seed or something.
Daeron Katz, on 16 November 2020 - 01:08 PM, said:
Yes, please! Here are my personal issues with a few of the maps:
<ul>
Alpine Peaks - probably my least favorite map and the least exciting to play. I recommend a total re-work or deletion.
Canyon Network - need more access ramps to the high-ground on one side of the map OR take them away from the other side. The snowy re-work of this map, Hibernal Rift, is better in this regard.
Forest Colony - You could chop this map in half and no one would know in most matches. The way the terrain is and where the lances spawn all but funnel both teams to one location. Make changes to the terrain to open things up.
Frozen City - Lots of wasted space on this map. Could use a few terrain changes or possibly a total re-work. Frozen City Classic is better.
Polar Highlands - Lots of wasted space on the edges.
Tourmaline Desert - A good tweak would be to add a viable approach from the other side, away from the valley of death, to give players a choice of left or right instead of forcing the play all to the one side. Could even give some cover to that lance that drops out in the open.
Veridian Bog - the side with 2 ramps still has the advantage. It should be balanced so either remove the extra or add 2 for both sides.
Daeron Katz, on 16 November 2020 - 01:08 PM, said:
Yes, please! In general, all maps should have spawn points moved relatively close together. The "encourage lance vs. lance fighting" experiment has failed and it needs to end.
In the very large maps, consider moving spawn points around for the various modes, if possible. For example, Assault mode might start East & West where Skirmish might start North & South.
Or semi-random spawn areas could be interesting where you don't know exactly where the other side starts.
Also, in Faction Play there are some maps that assist spawn camping if I recall. I think it was Frozen City where you could get on the high ground and shoot down into the drop zone. That sort of thing should be discouraged and not enabled by the map.
Other bad spawn locations of note:
<ul>
Canyon Network - There's always that one lance that has to run for their lives immediately and/or walk so far around (no ramps up) that they are very late to the battle. Not fun. That lance needs to move over to their mates.
Forest Colony - Why drop Battlemechs in the middle of the ocean? Pick a beach and have them drop there.
Polar Highlands - Occasionally, teams lose Domination maps because they simply could not walk fast enough and reach the circle. Maybe move the drop points closer for that mode?
Tormaline Desert - That one poor lance that gets dropped out in the open and always takes lots of fire needs to be moved much closer to their mates.
EDIT: fixed formatting error when posted
Edited by ShaneoftheDead, 27 November 2020 - 09:58 PM.