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Mwo Needs More Linear Maps, Like Vittric Station


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#1 JumpingHunter

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Posted 31 December 2023 - 08:56 AM

We need more "linear" maps in MWO, like the Vittric Station, instead of more and more round arenas suitable for rotating around the center.

As of right now, MWO maps are split in 3 categories:
- flat large fields with a single interest point at the center, where all the action occurs;
- flat smaller arenas with a separating structure at the center, and action mostly occurs closer to the edges of arena;
- different maps that don't follow this structural design, of which there are only two: Hellebore Outpost and Vittric Station.

One of the problems in MWO that often leads to very unequal matches is "NASCAR", when people just start circling around a center of map or near the edge of map, and continuosely leaving slowest mechs on the team to be torn apart by faster members of enemy team. This situation is very common on maps of first or second category, because these maps have either a nice convenient point of interest in the center that is perfect for circling around, or smaller size which allows teams to circle near the edge of the map, meaning that entire map becomes one big separating structure that nobody is willing to go through directly. Examples of this situation are plentiful, the most annoying and also most common is circling on Canyon Network, a map that is near perfect for nascaring because of it's never-ending circular trenches and a big fishbowl-shaped walls closer to the edge, where snipers can easily stand and move around.

However, on maps of third category, Hellebore and Vittric, there is almost no NASCARing not only occuring but even possible. Hellebore achieves that with it's great verticality, which is the reason for it being very unpopular, but Vittric Station achieves unlikelyness of NASCARing or other forms of mindless infinite mutual flanking with it's more linear design.

These are, in my opinion,Vittric Station's best design choices:

- Because Vittric is much more long than wide, both teams have to move directly towards the enemy, and not try to sneak around near the edge of the map, like on any circular map in a game that isn't Polar Highlands, Alpine Peaks or Grim Plexus.

- Because of it's main central area being very open, basically only consisting of 6 simple pillars and a small radar dish, it's very ineffective to try to circle around enemy in main area on ground, and on upper level it's even impossible, because it is separated by the ramps without any ways around them, which means that both teams are unable to safely circle around center without being constantly shot at by enemies.

- Two very conveniently placed but significantly different "urban areas" (places with high intensity of relatively low covers, like houses) means that each side provide different advantages to differen mechs - side with several cylindric structures are more suitable for assault mechs, while side with large number of blocky structures is more suitable for lighter mechs, due to big number of elevations for Jump Jet usage. But both of these side areas are very useful for all players, regardless of their mech weight class, which means that a lot of times at least one team will spread between these two side areas, instead of combining into a murder ball and marching around the center of map, devouring everyone who wasn't fast enough to run away.

- Because of it's upper level, and because of it's simplicity, and accessability, Vittric Station feels both very accessable without Jump Jets and very vertical at the same time. Basically any mech can gain advantage of the very high highground, while also being able to easily jump down without getting lost in the lower level, like on Hellebore Outpost, and will always have a chance to go up on the upper level again, should he need to. Upper level also doesn't provide any possible way to circle around the enemy, aside from maybe going up on one ramp and going down on different one, but that is nowehere close to insane rotation problem on other, more rounded maps.

- Upper level also does incredible job at splitting teams apart, where some people will go on ground and some people will go on upper level, which leads to fights on both levels being much less of an instant death due to focused fire of 12 mechs, and more of classic Battletech duels or skirmishes, and weight class of fighting mechs really doesn't matter that much in these fights - map easily allow to pick your fight and leave if pilot will think that he will definitely lose (of course some "stronger" builds like MG boats really don't let that happen sometimes, but this is a general problem and not related to the map).

In total, Vittric Station is the best map in MWO, which is shown by the fact that whenever it's on the pick list for the match, 9 times out of 10 it will get more than 50% of votes, more than all other 3 maps combined, and it is very deserved popularity. It helps space out the teams, so there are much bigger freedom for peeking around and flanking WITHOUT stying in a large group. More so, stayting in a large group on Vittric Station can be disadvantageous sometines, as in most points of the map you can be shot from different direcions at once, leaving one large group of mechs very unprotected and uncovered. This leads to small but not insignificant fights between fewer mechs, where instead of getting instantly shredded down by 12 people eyeballing the only flanking route that people will take (other side of circular centeral place of other maps), flanking mechs can actually accomplish someting without being in a group of 12.

Because of that, i'd say that MWO will generally benefit from having at least some of new maps being shaped like a Vittric Station - with several height levels (maybe even more than two), linear general shape and different but still useful side covers that would help teams to split, with linear map design and more transparent centeral space helping to prevent NASCAR and other rotation around center, and in general with uniquely filled with smaller details design that will allow mechs to not sit behind one cover in one large group of 12, and instead roam the map in search for perfect moment and place to strike.

Edited by JumpingHunter, 31 December 2023 - 08:57 AM.


#2 simon1812

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Posted 03 January 2024 - 10:47 AM

Variety is better, if all maps were like vittric station we wouldn't be talking about how special it is. So yes variety is better.
Wished PGI added more map rather than remove them.

#3 ScrapIron Prime

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Posted 03 January 2024 - 10:56 AM

I'd actually like the original Polar Highlands added back in. I know people hated it for reasons, but one of its strengths was the LACK of landmarks. Unless you were playing Domination, the fight was always someplace different on the map, and that was cool.

#4 JumpingHunter

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Posted 04 January 2024 - 01:58 AM

View PostScrapIron Prime, on 03 January 2024 - 10:56 AM, said:

I'd actually like the original Polar Highlands added back in. I know people hated it for reasons, but one of its strengths was the LACK of landmarks. Unless you were playing Domination, the fight was always someplace different on the map, and that was cool.


As a player that never saw the old Polar Highlands, i also very liked how it felt though the videos of that age of MWO. I'd love to play on older Polar myself, and lack of landmarks can actually do wonders in terms of splitting death balls if map itself was made professionally!

View Postsimon1812, on 03 January 2024 - 10:47 AM, said:

Variety is better, if all maps were like vittric station we wouldn't be talking about how special it is. So yes variety is better.
Wished PGI added more map rather than remove them.


Of course, variety is the key, but nearly ALL maps that we have are just some variations of Canyon Network in different skin, nearly all of them are rounded arenas that reward mindless rotating around the center, and the only 2 maps that do not are Hellebore and Vittric. Also the Alpine Peaks, ironically, but it's far too sniper-friendly, so i don't really count that.





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