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New Map/level Designer At Pgi Talks To Cauldron, I Talk To Navid About His Thoughts Afterward!


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#21 PocketYoda

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Posted 01 April 2021 - 05:19 PM

View PostTheCaptainJZ, on 01 April 2021 - 07:53 AM, said:

Some good thoughts in this video. Many of the pathing issues in Canyon were fixed with Hibernal. They just need back-ported. I'd actually like to see the map enlarged with another ring of ground. It could be high ground like it is now with some rocks for cover. Behind that, have an even taller wall to mark out of bounds. And add some cuts and tunnels into the walls to add more pathing navigation on the low ground so you can choose high or low and navigate across the map decently either way.

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.


No Hibernal is still just as bad.

#22 Bowelhacker

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Posted 02 April 2021 - 08:09 PM

You could just cut Alpine in half then you get two maps and less unused territory. It's certainly big enough.

#23 MW Waldorf Statler

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Posted 04 April 2021 - 10:07 PM

Alpine in two Halfs ...Bad idea ,theeh Map is bad designed and with the Half, one Team has the high Grounds and the other is trapped in the low Ground without a Chance to comes higher...seeing the terrible Hibernal

#24 LordNothing

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Posted 04 April 2021 - 10:41 PM

a ground clutter reduction pass would be nice. i believer the map designers are attempting to use them to create obstacles that reduce your maneuverability by using the hit boxes of small objects. those are better done with code level tweaks like surface properties or hazzard boxes that modify game physics while in their area of influence. such that a rough patch might reduce top speed but not hault a 100 tonner on a 2 ton boulder. it also greatly reduces the overhead of collision detection as you can use one large box and a fast algorithm (for example one that does not return contact points), rather than a large number of complex hit boxes.

View PostWildstreak, on 31 March 2021 - 11:52 AM, said:

Alpine - same old issues.
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.


agree with a lot of those. i especially hate maps with player funnels and unnecessarily narrow or difficult to pass choke points. perhaps replace choke points with no man's land. like an open area with a lot of sight lines pointing at it. enough room where if someone is foolish and decides to start trading from that location, other team mate's can bypass and get back into cover. would also play nice with some of the gulag weapon changes.

i wonder how the game would play if you either removed the power positions or added many more. the single point of interest really ruins a lot of the maps.

Edited by LordNothing, 04 April 2021 - 10:54 PM.






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