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New Map/level Designer At Pgi Talks To Cauldron, I Talk To Navid About His Thoughts Afterward!
#1
Posted 30 March 2021 - 08:13 AM
#2
Posted 30 March 2021 - 08:16 AM
#3
Posted 30 March 2021 - 11:30 AM
I'd add that no matter what adjustments are made to which maps, the original unaltered versions need to stay in the rotation as well, kinda like how we have new and old versions of Forest Colony. Just doing that means more maps overall.
#4
Posted 30 March 2021 - 11:57 AM
#5
Posted 30 March 2021 - 12:14 PM
Lanzman, on 30 March 2021 - 11:30 AM, said:
Completely disagree, the whole point is to fix maps and get rid of the bad stuff. It wouldn't make sense to fix the bad spawnpoints on Tourmaline and then keep the old version in the game...
We're not strapped for the amount of maps, the quality is what's lacking.
Edited by EnochsBook, 30 March 2021 - 12:17 PM.
#6
Posted 30 March 2021 - 01:25 PM
Alpine Peaks is the only instance of using a map's side lane and while I appreciate Tygerlily's input, it's an unfortunate example of an even worse central topographical feature splitting teams.
There are tons of serviceable map sections that go unused because the center point is in the middle.
Crimson Strait has the wonderful but usually neglected city block, while the "saddle" is hinted at on Assault but not enough and fights can go either way easily. There's a factory complex in Polar Highlands that was the site of one of the most fun matches I've had on that map. Tourmaline's sides can be played from almost any direction. New Forest Colony has tons of cool features that are overlooked. Don't need new maps when spawns and implied directions can take us there.
Edited by East Indy, 30 March 2021 - 01:26 PM.
#7
Posted 30 March 2021 - 02:49 PM
Gas Guzzler, on 30 March 2021 - 11:57 AM, said:
I think Canyon is the best map pgi has made for mwo. The only real problem is the same one that has been around so long pgi just went meh and made "fixing" it into the hill climb nodes on skill tree. The hill climb slow down is what makes moving up and down the ramps/inclines trouble seome for heavs/asuls but a mech with just two jump jets can usually just jump up the wall.
Having jump jets gives a significant advantage in dom mode when one side's light can literately jump jet the wall into the dom starting the count down while the other side races around to get up and over a ramp.
#8
Posted 30 March 2021 - 03:24 PM
JediPanther, on 30 March 2021 - 02:49 PM, said:
Having jump jets gives a significant advantage in dom mode when one side's light can literately jump jet the wall into the dom starting the count down while the other side races around to get up and over a ramp.
Canyon is one of the maps I want to see least because it's so focused on rotation around that one central point, which is a problem on most of the maps I dislike. From the constant rotation around the raised platform on Grim, to Mining's massive platform, to that one out-of-place hill that every fight happens around on Alpine, there's simply too much incentive to rotate around.
The common theme of maps I like is vertical and horizontal firing lines. Ruby has tunnels and high ground along both sides, with super-wide high and low ground as well, so you can play at all ranges with all weapons systems without needing to spin right around. Likewise while Solaris City does have a central ground which is common to fight around, it's just as common to see people fighting directly through it thanks to the raised freeways and balconies that allow for lots of vertical peek play.
#9
Posted 30 March 2021 - 10:11 PM
#10
Posted 31 March 2021 - 02:15 AM
#11
Posted 31 March 2021 - 06:33 AM
Rotating objective locations and moving spawns around with them would add a degree of variability to many maps, allowing matches to play out in different parts of a map or from different angles.
#12
Posted 31 March 2021 - 06:38 AM
If mechs had better agility this would be less of an issue.
Edited by Samial, 31 March 2021 - 05:09 PM.
#13
Posted 31 March 2021 - 09:42 AM
Samial, on 31 March 2021 - 06:38 AM, said:
than wait and let the enemy comes in your Range ,its the most fail from new Players to run in the Action and can not waiting or undestand Tactical movememnt and Awareness...Run to the Ridge and in the focus fire its bad ,run with a Group in a tunnel and not rush and stop in it by first enemy Fire =Dead of the group ,Many enemys can firing in Tunnel and only the first 2 can fire back and block each support Fire from all behind ...thats all the most errors.
When im Have a brawl Build ,so im wait by the assaults an flanks thats the action comes to me .
When im run with a Pistol in a Long Range Shooting area, its my Fail.The best By MWO is not a Specialist Build thats useless in 40% of the Situations ...the best is a allrounder.
-max Radar deprivation
-LRM warning= cover(like Trenches in Polar)
-never go in direct libne back , diagonal back sidewards from the direction of LRM Fire
AMS
-never stand to long by a place or walk in open Areas ,when the Enemys in LOS
Edited by MW Waldorf Statler, 31 March 2021 - 09:55 AM.
#14
Posted 31 March 2021 - 11:18 AM
EnochsBook, on 30 March 2021 - 12:14 PM, said:
We're not strapped for the amount of maps, the quality is what's lacking.
Spawn locations have nothing to do with map design. You can fix the spawns on almost all of the maps without having to do any reconfiguring of the terrain at all.
#15
Posted 31 March 2021 - 11:52 AM
Canyon - I see plenty of activity in non-Conquest near the rail line besides center.
Canyon Domination - special mention for all the times I got a Medium / Heavy to circle first from knowing the proper pathing combined with lighter Mechs choosing to hunt rather than start / stop countdown. Real easy if you spawn in either the E5 or B4 lance.
Caustic - not much can be done with this.
Crimson - G, H, 7 and 8 rows little used except during base captures.
Forest - get rid of the G8 / G9 canyon.
Frozen - once someone picks where to fight, that is where it is.
Grim - aka Moon Arena not counting Conquest.
HPG - aka Moonbase Arena.
Polar - needs better trenches in some spots.
River - needs a better way to go from E6 to E5 besides the bridge especially for bigger Mechs.
Rubellite - seems OK.
Terra - I forget where the spot is but there is one access route to center you have to zig-zag through that needs more room due to all the players who decide to pile in there then stall out peeking in front blocking half their team behind them.
Mining - has issues with spots your Mech can get stuck in.
Tourmaline - like American desert real estate, a lot for sale but no one buying.
Viridian - I fear nothing done will fix the players obsession with the E5 hill. Look at Viridian Domination, circle is centered on D5 but one side always insists on going to E5 and no one gets in circle until ~30 seconds are past for the other team.
Solaris City - PLEASE GET PLAYERS AWAY FROM CITY CENTER. The sheer amount of times seeing 6 people all competing to shoot through the same narrow alley that only fits 2.
#16
Posted 31 March 2021 - 01:09 PM
pbiggz, on 31 March 2021 - 06:33 AM, said:
Rotating objective locations and moving spawns around with them would add a degree of variability to many maps, allowing matches to play out in different parts of a map or from different angles.
Yeah even if there is just 2 or 3 pre-sets, having multiple places for the domination circle or conquest cap points would bring some variety. On certain maps they could even consider rotating the assault bases so fights develop differently.
#17
Posted 31 March 2021 - 04:42 PM
What you need to actually open up maps to play throughout is the combination of in-match respawns, larger/more meaningful objectives (with things like sensor coverage, in-match repair/rearm, &c. which incentivize taking and holding objectives more directly than a ticket counter), and maps which provide more connectivity between the nascar track and everything on the periphery of it. When everyone starts bunched up and is heavily incentivized to stay bunched up, people are going to stay bunched up.
When you're playing a light, you have a free ticket to outflank every single match if there's not an unsubtle cheater with ESP on the enemy team since there's zero incentive for anyone to play the outer borders of any map aside from the hill and frozen lake on Alpine.
Edited by Alexander of Macedon, 31 March 2021 - 04:43 PM.
#18
Posted 31 March 2021 - 05:04 PM
MW Waldorf Statler, on 31 March 2021 - 09:42 AM, said:
than wait and let the enemy comes in your Range ,its the most fail from new Players to run in the Action and can not waiting or undestand Tactical movememnt and Awareness...Run to the Ridge and in the focus fire its bad ,run with a Group in a tunnel and not rush and stop in it by first enemy Fire =Dead of the group ,Many enemys can firing in Tunnel and only the first 2 can fire back and block each support Fire from all behind ...thats all the most errors.
When im Have a brawl Build ,so im wait by the assaults an flanks thats the action comes to me .
When im run with a Pistol in a Long Range Shooting area, its my Fail.The best By MWO is not a Specialist Build thats useless in 40% of the Situations ...the best is a allrounder.
-max Radar deprivation
-LRM warning= cover(like Trenches in Polar)
-never go in direct libne back , diagonal back sidewards from the direction of LRM Fire
AMS
-never stand to long by a place or walk in open Areas ,when the Enemys in LOS
That is obvious but only if your team works that way.. half these teams are at least in 4 and 5 are 75% lurms and large lasers boats because they are the most effective in those tiers... so obviously they wont move up or they are dead.. so they poke/hide the whole match.
HPG is one of the only good maps in the game that works well for both teams.
Edited by Samial, 31 March 2021 - 05:23 PM.
#19
Posted 01 April 2021 - 04:08 AM
Edited by MW Waldorf Statler, 01 April 2021 - 04:09 AM.
#20
Posted 01 April 2021 - 07:53 AM
HPG could be interesting if you have 3 smaller towers enclosed in 3 equal arena like areas. And maybe have holes in the walls where people can pop out to snipe, but are exposed from the backside. The top of the walls can stay as long as there are obvious and accessible ramps to get up there. From above, the layout would look like a pie with 3 slices and there'd be an outside track.
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