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Mechwarrior Online 2021: Maps

2021 maps

290 replies to this topic

#161 MW Waldorf Statler

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Posted 06 December 2020 - 07:33 PM

Crimson is a Example for the bad Mapdesign by PGI ...only 2 small Ways and all small and clustophobic like a Model railway...Solution for Crimson , give the first ridge free,thats is now in out of bounds..and later came Solaris thats us give more from this

Edited by MW Waldorf Statler, 07 December 2020 - 07:35 AM.


#162 Voice of Kerensky

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Posted 07 December 2020 - 05:18 PM

View PostPeppaPig, on 05 December 2020 - 12:17 PM, said:

Otherwise, please, please, please get rid of the map select if you are going to continue with the mixed solo/small groups in QP. This becomes too much of a map leverage for smaller groups to influence the map for their own benefit; random maps, random benefit/hinderance means it is more fair to all pilots in the mid to long term.


Wouldn't it be easier to give players the option to change mechs before droping after choosing a map?

#163 3RoyalStar1

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Posted 07 December 2020 - 06:24 PM

Get rid of terra therma

#164 Timuroslav

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Posted 07 December 2020 - 10:12 PM

I still love Terra therma, people just deault to lasers all the time. Then again I play light mechs so I guess I'm biased.

Map ideas:
Farmland
Desert Oasis
Military Depot
Steel Foundry
Starport Foxtrot
Lost Moon Colony. ( a very dark map)
Naval Academy ( Boat not starships).
Wasteland (Bombed City).
Firestorm.
Turbulent Moon. ( a mars-like moon with strong winds and green sky).

trying to reuse some assets.


Honestly, there isn't a map I don't like in this game. I just don't like Terra Therma being skipped all the time, because people can't be bothered to think. A lot of my most violent and memorable games were on classic Terra Therma. I really like PGI's bold asymmetrical maps to be honest they prevent NASCAR ing. Best example is Tourmaline and the new Forest Colony. Also asymmetrical maps stay fresher longer.

Edited by Timuroslav, 07 December 2020 - 10:14 PM.


#165 MW Waldorf Statler

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Posted 08 December 2020 - 02:55 AM

View PostTimuroslav, on 07 December 2020 - 10:12 PM, said:

I still love Terra therma, people just deault to lasers all the time. Then again I play light mechs so I guess I'm biased.

Map ideas:
Farmland
Desert Oasis
Military Depot
Steel Foundry
Starport Foxtrot
Lost Moon Colony. ( a very dark map)
Naval Academy ( Boat not starships).
Wasteland (Bombed City).
Firestorm.
Turbulent Moon. ( a mars-like moon with strong winds and green sky).

trying to reuse some assets.


Honestly, there isn't a map I don't like in this game. I just don't like Terra Therma being skipped all the time, because people can't be bothered to think. A lot of my most violent and memorable games were on classic Terra Therma. I really like PGI's bold asymmetrical maps to be honest they prevent NASCAR ing. Best example is Tourmaline and the new Forest Colony. Also asymmetrical maps stay fresher longer.

thats a Theme with Ideas and Treads with Pics,Maps,Vids since 7 Years in this Forum !!!!!

#166 Alreech

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Posted 08 December 2020 - 09:18 AM

View PostBowelhacker, on 03 December 2020 - 04:24 PM, said:

How hard would it be to do a bit of reskinning and tack a couple of Solaris maps together for use in QP? Or expand them.

Some of them may work in 4 vs 4.

4 vs 4 matches if 8 vs 8 or 12 vs 12 isn't possible due player numbers should be an option.

#167 Orion3025

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Posted 09 December 2020 - 03:33 AM

Hi Everyone,
I would like to request a Krakatoa type island surrounded by jungle which should be a larger map. And I like the ideas of green grassland that I have read in this thread, but I think it would be interesting to have a grassland with rolling hills/trees combined with a small village/base in the middle. Also maybe a multiple island map would be fun. I also liked Timuroslav's ideas.

#168 Wristp1n

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Posted 09 December 2020 - 04:42 AM

View PostJables McBarty, on 17 November 2020 - 02:20 PM, said:

Agree 100%.

I think there's space to make 2 QP maps out of most of the FP maps:
  • Taiga City
  • Taiga Hills
  • Grim Portico City
  • Hellebore Springs CItadel (C3 to G3)
  • Hellebore Springs Landing Zone (G5 to C5)
  • Sulfrous Rift CIty (including the 4 line)
  • Sulfrous Rift Landing Zone (5 line to 8 line)
  • Vitric Forge - City
  • Vitric Forge - Craters
  • Possibly Boreal Vault w/ all the doors open.




I was wondering the same thing about all the maps in the testing grounds. I have only been around for a couple years and the answer to this question may be well know to more seasoned players, but I have not run across over half of these maps in quickplay. Is it because the maps are too large or perhaps its balancing issues? A lot of these maps are beautiful, I am just surprised I am not seeing more discussion about them.
Oh, and bring back escort... <ducks>
glhf
Wristpin

Edited by Wristp1n, 09 December 2020 - 04:58 AM.


#169 Horseman

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Posted 09 December 2020 - 05:03 AM

View PostWristp1n, on 09 December 2020 - 04:42 AM, said:

I was wondering the same thing about all the maps in the testing grounds. I have only been around for a couple years and the answer to this question may be well know to more seasoned players, but I have not run across over half of these maps in quickplay. Is it because the maps are too large or perhaps its balancing issues? A lot of these maps are beautiful, I am just surprised I am not seeing more discussion about them.

No, it's because these six maps are exlusive to Faction Play, and more specifically - the Siege mode.

#170 Lanzman

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Posted 09 December 2020 - 07:35 AM

Lots of good ideas already. I'll probably duplicate some, but . . .

1 - Instant "new " maps with just retexturing ALL the existing maps (except maybe HPG, which is a very specific map) like what was done with Canyon Network to make Hibernal Rift. Polar Highlands for example could easily be made into a very nice rolling farmland map. Number of maps could be at least doubled just by doing this.
2 - On HPG, the out of bounds needs to be adjusted so that it's possible to run all the way around the outside of the walls.
3 - One that I always think of is a "reverse Caustic Valley" that would have high areas around the periphery and a feature like an open pit mine in the middle. Lots of big equipment and slag piles for cover.
4 - At least one city map that's halfway between Solaris City and River City, with relatively small buildings instead of towering skyscrapers, but a LOT of them so it's like a dense suburb or something.
5 - Another "space" map like HPG but maybe set up as a shipyard for Dropships and Jumpships.
6 - One I call "the Mechyard." A relatively small map, Mining Collective size maybe, that's just full of static mechs. Damaged, like a salvage yard or something. So a Locust could hide behind a dead Atlas, stuff like that.
7 - A wet map with large areas of water deep enough to actually submerge an assault mech. Very poor visibility under water, to make short. sharp brawls at close range a thing.

#171 MW Waldorf Statler

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Posted 10 December 2020 - 02:51 AM




















https://mwomercs.com...opolitan-ruins/

https://mwomercs.com...-for-map-ideas/

https://mwomercs.com...1569-map-ideas/


https://mwomercs.com...eas-sci-fi-101/

Edited by MW Waldorf Statler, 10 December 2020 - 03:15 AM.


#172 Carmenblade

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Posted 10 December 2020 - 06:01 AM

1. Return the temperature to the maps, please. It was a very interesting thing and even a feature of the game. I was very disappointed when you removed the heating.

2. Add Thera Therma Classic.

Edited by Carmenblade, 10 December 2020 - 06:01 AM.


#173 Aivazovsky

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Posted 10 December 2020 - 07:16 AM

View PostCarmenblade, on 10 December 2020 - 06:01 AM, said:

1. Return the temperature to the maps, please. It was a very interesting thing and even a feature of the game. I was very disappointed when you removed the heating.
lol wut? you need to play MWO more often, before advising anything

#174 Carmenblade

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Posted 10 December 2020 - 09:13 AM

View PostAivazovsky, on 10 December 2020 - 07:16 AM, said:

lol wut? you need to play MWO more often, before advising anything
I mean the starting high temperature values on hot maps (thera terma, caustic V., tourmaline and others), the temperature increase for example from standing in lava. I know this was changed a long time ago, but the topic about maps was raised only now - so I suggest it.

Please, return this interesting hardcore thing. And old classic map - Therra Terma.


Your maps are my favorite of all the games I've played! I love all the maps in this game. So this is my sore point. I cordially ask you to return the old settings.


#175 Brauer

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Posted 10 December 2020 - 09:30 AM

View PostCarmenblade, on 10 December 2020 - 09:13 AM, said:

I mean the starting high temperature values on hot maps (thera terma, caustic V., tourmaline and others), the temperature increase for example from standing in lava. I know this was changed a long time ago, but the topic about maps was raised only now - so I suggest it.

Please, return this interesting hardcore thing. And old classic map - Therra Terma.


Your maps are my favorite of all the games I've played! I love all the maps in this game. So this is my sore point. I cordially ask you to return the old settings.


You still gain heat when sitting in lava on terra therma. Seems like you're unfamiliar with the game mechanics.

#176 VileKnight

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Posted 10 December 2020 - 09:50 AM

I saw a few comments about removing the environmental heat.... hard no on this idea. People need to learn how to manage their heat. If you are in a map that is hot as F, then the mech isn't going to cool off as fast. Removing this just doesn't make sense, and is a waste of dev hours.

The idea of providing some map info (spawn locations, etc) while on the ready screen would be neat. Not sure its high on the list of things we need, but not worthless.

Making a polar highlands map that was more of a jungle, and during the summer would be really cool. I like this idea.

I agree with all of the comments about the spawn points. The two most glaring are the assault lance that gets dropped off in the ocean on Forest Colony, and then the heavy/assault lance that gets dropped off in the no mans land on Canyon Network/Hibernal Rift. Really need to adjust those.

#177 Carmenblade

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Posted 10 December 2020 - 09:58 AM

View PostBrauer, on 10 December 2020 - 09:30 AM, said:


You still gain heat when sitting in lava on terra therma. Seems like you're unfamiliar with the game mechanics.
Thanks! This is wonderful news. It looks like I didn't really notice this, because map very rarely drops out (only when I save up the selection bonus). So, it remains to return the increased temperature and reduced cooling on hot maps. Maps is the most beautifull in this game.
My favourite: 1. Vitric forge 2. Alpine peaks 3. Crimson strait 4. Grim portico 5. Terra therma (classic) 6. Tourmaline desert 7. HPG manifold 8. Polar highlands 9. River city (classic) 10. Grim plexus 11. Rubellite oasis 12. Canyon network 13. Viridian bog 14. Boreal vault 15. Caustic valley. All the others-I also like, except for one-hibernal rift.

Quote

I saw a few comments about removing the environmental heat.... hard no on this idea. People need to learn how to manage their heat. If you are in a map that is hot as F, then the mech isn't going to cool off as fast. Removing this just doesn't make sense, and is a waste of dev hours.
all old players control normal heat when it was. New will be too!

Please make starting temperature on some hot maps!

Edited by Carmenblade, 10 December 2020 - 10:02 AM.


#178 Voice of Kerensky

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Posted 10 December 2020 - 07:35 PM

No one finds Frozen City (new) terrifying in Domination and Assault game modes?
I believe that on this map, only three types of pilots can vote for the indicated modes:
1) Lurm-warriors;
2) ERLL, ERPPC, AC/LB-2 snipers;
3) Pilots who simply do not know how the battle will unfold on this map in these modes.

Domination mode.
A common problem for the domination mode is that people who voted for this mode on this map are not even going to enter the circle. These people, voting for this game mode, immediately decided for themselves not to fulfill the task of this game mode. As a result, those who voted for dominance stand behind buildings on the sides of the capture zone and hide. At a time when people who did not vote for this horror are often simply forced to enter the center and capture the zone (so as not to lose by capture), while constantly being under enemy fire. I have seen this picture hundreds of times. And to my great regret for me, I am the very person who is simply forced to go to the center, to the open area under the fire of the enemys. The result is no pleasure, just a feeling of hatred for cowards in their team, who voted for this game mode on this map, and while hiding themselves.

Assault mode.
Everything is simple here. In order for a fight to start, one of the teams must overcome a rather long path through the open area (often under fire of the same Lurm-warriors and all sorts of snipers). Very often the assault mode on this map turns into a war of nerves. People can not stand a long standing on their side of the map and begin to go over to the enemy's side one by one, where they die one by one. After killing 2-4 of these faint-hearted players, the enemy begins the assault, trampling the rest of the team. Occasionally, there are times when one of the teams goes to an organized assault on the enemy side. But at the same time, there is a high probability that not everyone will reach the enemy. After all, it is always more difficult to storm than to defend.

At the same time, everyone knows that one of the sides of the map is almost never used (in the skirmish, conquest, and incursion game modes), this is the side of 3, 4 and 5 lines. There, only small skirmishes of lights are possible in the conquest mode for the points and in the incursion mode for the fuel cell. I.e. half of the card is actually dead, unnecessary.
Hence my next proposal follows. To improve the game modes domination and assault, all active collisions can be transferred to these lines. This is not difficult to do.
In assault mode, place teams and bases in squares E3-D3-D4 and G3-H3-H4:
Posted Image


In domination mode, move the capture circle to the F4-F5 area:
Posted Image

If this is done, then the map will be fully involved: in the skirmish, conquest and incursion modes, the main battles will take place on the 6,7 and 8 lines, in the dominance and assault modes, the main battles will take place on the 3, 4 and 5 lines.

#179 Aidan Crenshaw

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Posted 11 December 2020 - 12:28 AM

View PostCarmenblade, on 10 December 2020 - 09:58 AM, said:

Thanks! This is wonderful news. It looks like I didn't really notice this, because map very rarely drops out (only when I save up the selection bonus). So, it remains to return the increased temperature and reduced cooling on hot maps. Maps is the most beautifull in this game.


Ambient temperature still affects mech cooling. Nothing to change here.

#180 Ceefood

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Posted 11 December 2020 - 02:31 AM

would love to see an indoor map like a factory - multi level





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