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Mechwarrior Online 2021: Maps

2021 maps

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#261 Daneel Hazen

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Posted 08 June 2021 - 03:08 AM

View PostSeth Kalasa, on 17 November 2020 - 06:24 AM, said:

Give the community an Editor to create maps. It's been discussed and it's really viable idea.
It will help this game A LOT.
I don't like comparison with the Counter-Strike, but one of the cool features there was a lot of community created maps, some of them were crazy, but that was really the thing!


I think this would take a lot of resources but help out the most. It would give people that like the game but aren't super active players something to create and keep them in the mix. After the initial setup (which would likely be extensive I'll admit) the players do most of the work at that point. Also, new maps would bring back the exploration and a fresh look at the game generally. Finally, all the sneaky little places to be are really known to seasoned players. A new player will be like "oh this is the perfect spot to- <BLAM!>"... because vets know the maps and where to look like the back of their hands... so map familiarity becomes a barrier to new players in a way, IMVHO.

Anyhoo.. just a take. Maybe this is an idea for MWO 2 or just too difficult to do right now.

#262 Javin

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Posted 08 June 2021 - 02:48 PM

More city maps.

Perhaps a base defense map?

Have hill and forest map.

Moon maps.

ANY new maps.

#263 Alreech

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Posted 09 June 2021 - 10:20 AM

View PostJavin, on 08 June 2021 - 02:48 PM, said:

More city maps.

Perhaps a base defense map?

Have hill and forest map.

Moon maps.

ANY new maps.

The invasion maps of Faction play are base defense maps.
No one likes them.
They may work with Drop decks, but that means long matches, respawns, selecting mechs fitting for the map and spawn killing, no one likes that.

PGI could change the Incursion maps to base defense maps (even in 2 variants) by removing one base.
But even after such a change the best way to play that would be to kill all enemies first and cap the base later - same gameplay as Skirmish, Assault, Conquest and Domniation.
So base defense won't work in MWOs quickplay.

Edited by Alreech, 09 June 2021 - 02:46 PM.


#264 Tarzan of Barsoom

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Posted 15 July 2021 - 04:02 PM

Not sure if this has been suggested, but, bring back the old Polar Highlands and rename the new Polar map Polar Colony. Put both into the rotation.

Also, How about giving the current maps different light conditions. So, a daylit Solaris City, a nighttime Canyon, a night time Viridian Bog.

Add different seasons to the existing maps (where appropriate) like was done to Forest Colony, so, a winter Viridian Bog.

#265 Tywren

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Posted 18 July 2021 - 06:26 PM

Make the Faction Play maps available in Quick Play. Think about it, the maps are already done, at most minor changes would be needed to balance for the various game modes.

#266 Nyte Kitsune

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Posted 20 July 2021 - 06:08 AM

I've said it once and I'll say it again.. We need a lake map. Not just knee deep water like what we have now, but a full on, submerge your entire mech in water, lake.

Special features for the lake would be as long as your mech is fully submerged, you are invisible to sensors, cannot fire into or out out of the water unless at close range, reduced damage and range while submerged.

A map of this type would allow attacking from a concealed location and would be a fun addition to the normal terrain.

Also, A map where you are fighting on the hull of a Jump Ship would be a fun addition I seem to recall one of the old Mechwarrior games having such a map where falling off the Jump Ship was not a good idea (You died) and could also be a feature, in addition to having reduced gravity thus making you be more careful when using jump jets on the map.

#267 HolyGrail101

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Posted 20 July 2021 - 10:01 AM

Multi-Level Mech factory. Some underground, some inside, some surface with turrets that can be taken over like a the Conquest nodes using the battery power-up system from Incursion mode. Go vertical.

Randomized lance spawn points in one game Mode. Skirmish would be my choice.

Please bring back old Terra Therma for a short time as part of an event.

#268 BigSpam

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Posted 03 August 2021 - 05:56 PM

Please fix Canyon Network. It is still treated like a nascar map. Just put it back the way it was. At least you could find some cover, even if only for a moment.

#269 John Otis

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Posted 29 September 2021 - 08:43 PM

The new map designer is sloppy. White rectangles have appeared on the Canyon, and stones are hanging in the air. I'm glad to have removed the mountain from the center of the map on maps like Canyon, Caustic Valley, HPG Manifold. However, the old maps looked like a complete composition, but now, the changes made by the new designer look like a foreign object in the body. These changes are not in harmony with the rest of the landscape. The designer has no sense of style.

#270 stage4cancer

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Posted 16 October 2021 - 04:51 PM

Personally I’m not impressed by the new map designer

#271 Lanzman

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Posted 20 October 2021 - 06:58 PM

I think he's been doing fine. All the changes so far have been pretty good improvements.

#272 storm bolter

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Posted 21 October 2021 - 04:36 PM

is there a reason yall are trying to turn mwo into call of duty?...... i9f i wanted to play C.O.D. i would be playing C.O.D.! STOP TRYING TO TURN MY FAVORITE GAME INTO SOMETHING ITS NOT ********!

#273 MW Waldorf Statler

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Posted 22 October 2021 - 02:10 AM

View PostNyte Kitsune, on 20 July 2021 - 06:08 AM, said:

I've said it once and I'll say it again.. We need a lake map. Not just knee deep water like what we have now, but a full on, submerge your entire mech in water, lake.

Special features for the lake would be as long as your mech is fully submerged, you are invisible to sensors, cannot fire into or out out of the water unless at close range, reduced damage and range while submerged.

A map of this type would allow attacking from a concealed location and would be a fun addition to the normal terrain.

Also, A map where you are fighting on the hull of a Jump Ship would be a fun addition I seem to recall one of the old Mechwarrior games having such a map where falling off the Jump Ship was not a good idea (You died) and could also be a feature, in addition to having reduced gravity thus making you be more careful when using jump jets on the map.

Wishes for a MWO 2 , for MWO and the Cry 3 have PGI No Senior Programmers and Coders thats hard coded the MWO Cry 3 ....all gone since years and not find new Cry 3 Guys/Girls thats starting a Career by PGI

Edited by MW Waldorf Statler, 22 October 2021 - 02:12 AM.


#274 Nesutizale

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Posted 06 November 2021 - 08:16 AM

Bringing things back to the topic of maps.

My wishlist

- Have some specialised maps. Sure its nice to have maps that have something for everyone but battlefields aren't allways supporting everything. Do some maps that are specificly tailored towards one gametype

- Make more use of heat in the extremes. Maps that put your starting heat to 50%, maps that let you barely cool down or maps that keep you so cold that you wish you had more weapons.

- Weather effects. That would be cool to have but I think except for rain there isn't anything coded in the engine? Man what would I give for a nice rain with some lightning and thunder shaking up the light of the game from beeing very dark to bright as day for a second.
Also recolor smoke to a yellow tone and use it as a sandstorm or more white and let there be fog.

- Use some of the Solaris maps and scale them up.
Mariks industrial complex but with 3 levels where you have ramps up/down or even elevators that go up and down automaticly. We know there are lifts in Solaris that bring up your mech so it should be possible to make mechsize lifts.

Steiner Colloseum could have some walls sliding up and down randomly, as I it was in the original papermechs. Use the lift mechanics for that. A constantly changeing battlefield would could be interesting.

Kuritas underground map...just scale it up.

Davions ice map. Make it realy cold and place more of these lego-blocks around the map. Also

Liaos map...I realy liked the middle feature of this bridge like structur. One would need to build something around that.
Give that map more rivers with a big and deep river (mech should be submerged) in the middle and put the bridge like structure over it.
Now it need something to make people to fight over that bridge. Not sure yet but you get the basic idea.

- Moon maps with lower gravity. Make good use of the low gravity to let mechs jump down or up very deep trenches while other hold fortified positions

- Asymetric maps where one side is, for example, a jungle and the other a neigboring spaceport. One team starts in the jungle and the other around a Union/Overloard dropship at the spaceport with some factory/storage building.

- How about a Dam. One side of the map is highlevel with the Dam connecting the two high platouse. Down the damn leads a road to the lower ground. I have the image in my head but can't quite explain it. Would draw it if I know anyone would be interested.

- Pillars of DooM: 5 very high plataues, if you fall down you are gone, connected with bridges. Bridges would be connected at two different hight levels. The lower bridges are connected by ramps you can go down.
Some spread around walls for cover. This is a killing field kind of map. Very short, hard battles and yes its not realy brawler fiendly. This would be a very small map. You drop, you start shooting, you die.

- Central Park: Recembling the central park area of New York with the name giveing park in the middel. This map would long with both teams set at the short ends of the map. Long, straight roads provide room for long range fire and side streets giveing you cover to appreach/duck into. The central park area would have a lot of trees and stones to hide behind but is in general a more open space. The stones and trees would allow fast mechs to cross over to the other side for flanking as sticks&stones are placed in a way that they provide partial cover.

#275 Drake67

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Posted 04 January 2022 - 08:28 AM

I have been thinking about a river valley and a grand canyon type of map. Spawn points at both ends high cliffs with little cover, water running through, some areas with trees. Tributaries emptying into the river could give some cover points. bends in the river.

#276 Hawk819

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Posted 05 January 2022 - 10:00 PM

I would love a Thunder Rift Map. Whereas we play inside a cavern with an open roof and a crystal/spring river, or lake, surrounds a small base.

Another map idea would be similar to the MechWarrior 3 mission to the underground factory. Instead, we spawn outside a cave entrance, enter the caverns, and traverse a series of tunnels and crevices. Much like the underground missions in MW3.

#277 Xynergy Braddock

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Posted 05 April 2023 - 01:47 AM

PLS FIX THE STUCK POINTS ON THE NEW MAP FREE WORLDS COLISEUM!!!!

#278 AverageSpam

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Posted 01 April 2024 - 05:13 PM

I'm sure others have asked, but why is Alpine Peaks still in rotation? This map decidedly discriminates against one specific play style. If you happen to bring the wrong type of mech to this map, well, you're just screwed. Case in point, sniper position above the cap point in G11 in domination mode. It is very unlikely a brawl mech could reach this location before being chewed apart (if it is even possible). How is this competitive? How many actually find this fun? Thankfully, we had a light mech that managed to reach this location before the rest of us were destroyed. Even our long range mechs couldn't touch this sniper. He was essentially sniping with impunity and mocking us while doing so. Nothing we could do but twiddle our thumbs. Please fix this. If it sounds like I'm complaining, don't be confused, either completely take brawlers out of the game or make maps fair for all play styles.

Wish I could attach the picture, but I can't figure it out Posted Image

Edited by AverageSpam, 01 April 2024 - 05:25 PM.


#279 Void Angel

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Posted 02 April 2024 - 07:10 PM

Alpine Peaks stands testament to the bloody-minded contrarianism of the MWO player base. =D

See, we had a replacement for Alpine Peaks - the original Polar Highlands. But even though it was (and still is!) the least-favorite map in the game, as soon as its re-work was even announced, people were campaigning hard to keep it, saying what a great map it was, it was their favorite, etc... Maybe all those people dropped out of the game and never came back, I can't say, but a recent poll put Alpine solidly on the map as people's least favorite map to play on.

So they kept it, and a small minority of players really do like it. I think they need to talk to someone, but nobody asked me. Posted Image The map is entirely centered on long range combat, to a degree that no other map favors a particular set of builds. Defenders of the map will hold up Solaris City as a counter point, but Solaris City has multiple long sight-lines that mid- and long-rang 'mechs can cover, even though it's much easier for brawlers on that map. In short, long-range 'mechs get to play in Solaris, and short-range 'mechs don't get to play in Alpine Peaks.

To be fair to the map (and this is the best thing I can say about it,) it is unique in its design. But I'm not studying map design out there, I'm trying to kill 'mechs - and the reason I farm map multipliers is to vote against Alpine Peaks.

In any case, I feel your pain, and I hope my abbreviated history helps it make a little more sense to you.

#280 Nevermore223

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Posted 19 April 2024 - 10:25 PM

....better check that poll data a little closer there .... out of the 10 maps to choose from, over half of em were ranked lower than Alpine....soooo, no....I don't think it was solidly the "least favorite" map to choose from. I would not want to play any of these maps more than a time or two a cycle anyway...having all the working maps, somewhere in the rotation would at least break up the monotony of hitting the same map for 3 or 4 games in a row.





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