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Mwo Maps Lackluster Compared To Mwll


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Poll: MWO Poll (198 member(s) have cast votes)

What maps have better overall design?

  1. MWO (54 votes [27.27%])

    Percentage of vote: 27.27%

  2. MWLL (144 votes [72.73%])

    Percentage of vote: 72.73%

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#41 Elizander

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Posted 10 November 2012 - 11:26 PM

I'll go with the current MWO maps for regular games. The only thing that larger maps will do for pugs is add 3-5 minutes of them walking around before they explode. They can go nuts on huge maps for Community Warfare objectives if they want.

#42 Icedpyre

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Posted 11 November 2012 - 04:17 AM

View PostJman5, on 10 November 2012 - 08:55 PM, said:

I liked the ambient noise especially in the jungle map. This is an area, I would absolutely love PGI to develop better because it can create great atmosphere.

Imagine Frozen City with howling gusts of wind.

Imagine River City with the sorts of sounds you might expect from a war torn city. Small arms fire, explosions in the background, car alarms blaring, and maybe even some sort of city-wide loudspeaker that comes on occasionally issuing evacuation orders for the residence.

Imagine Caustic Valley. Hissing and Sizzling around the active crater.

Imagine Forest Colony with various animal noises. Bats screeching in the cave, wolves howling in the distance, the ship creaking as it rocks back and forth.


THIS. I could not agree with this statement more. Instead of making maps larger, or opening up more "lanes" to rampage through; I would LOVE to see more stuff and details added to current maps. Then again, I'd love to be able to blow up cars driving on the road, like in MW2. Baby steps....(on an armored limo)




View PostElizander, on 10 November 2012 - 11:26 PM, said:

I'll go with the current MWO maps for regular games. The only thing that larger maps will do for pugs is add 3-5 minutes of them walking around before they explode. They can go nuts on huge maps for Community Warfare objectives if they want.


This is my main reason for not wanting massively larger maps. If you want to go 5 minutes without seeing someone, just take a scout and skirt the map boundries. No need to have a map twice as big for that.

#43 Lokust Davion

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Posted 11 November 2012 - 04:47 AM

MWO map sucks, I totally agree with OP's opinion.

#44 QuantumButler

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Posted 11 November 2012 - 05:21 AM

The average Doom2 level had better map design than MWO.

#45 mekabuser

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Posted 11 November 2012 - 06:17 AM

Can we haz sandblasted pleez. ?
Ya know, something where you might actually think about where to go tactically..

#46 Gaeb

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Posted 11 November 2012 - 06:44 AM

Maps seem fine to me - quick deathmatches, plenty of variety in play. Sure, I want more maps and larger ones with objective based wins, but these maps are hardly the piles of crap most posters make them out to be. Chill out people. Its beta.

#47 Adrienne Vorton

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Posted 11 November 2012 - 06:51 AM

View PostSteelJaws, on 10 November 2012 - 01:27 PM, said:


I do not know how much time they are putting into the maps, PGI or MWLL, or how many people they have designated for that task, I do hope that when Community Warfare comes out, we will either have Community made or a Random generator for Maps. If we are fighting across different worlds, with the Same Forest Colony/Caustic/Frozen/River City maps...I'd still play, but it would be rather depressing.


hm...it hurts, but i have to agree here... if they really want to keep their schedule of about April next year for CW ( and we all would agree that CW will be THE essence of MWO which can make it stand off from the concurrence..?)

they will need WAY more variety in the map designs... right now they say they can do 1 map per month, sometimes maybe a second one... that will be the next 2 maps + maybe 4 maps down the road... that will make for about 10 maps + maybe some "alternates"...

let´s say we are good, and have 10 + 10 alternate maps when CW kicks in... i doubt that is enough to bring some immersion into it... we will need a FEW city maps, a FEW industrial complexes, a FEW deserts, icemaps and so on^^

everything else will become repeatetive real quick.. and i think they excluded the possibility of "random map generation" in an interview some time ago... which would be a really strong tool for CW imho... it doesn´t need to be fully random, just some variables in building/ objective placement... so that - lets just say - a few villages on a country side map appear differently on different planets ...and mission objectives are being placed on different locations... something like that, you know...

Edited by Adrienne Vorton, 11 November 2012 - 06:55 AM.


#48 Shiney

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Posted 11 November 2012 - 06:53 AM

There really IS no excuse to have 4 maps [no an alternative map doesn't count] after all of these months of development. Seriously.

#49 MrPenguin

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Posted 11 November 2012 - 10:36 AM

View PostTarman, on 10 November 2012 - 11:08 PM, said:



He is; better than the Earth Pope imo.

As an aside, this came up in another thread involving another penguin pilot, I felt I should warn you.

http://www.penguinmeats.ca/

We penguins make poor pilots :P

#50 AlexEss

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Posted 11 November 2012 - 10:50 AM

First and foremost this have been discussed earlier and the answer was. This is intentional as there is a need for testing purpose to have the action quick and intense. (a lot of people walking around doing zilch does not make for good weapons data for an exmaple) and they feel that the quick match is a better fit with today's market then a 7 hour slugfest over 80 miles of map.

So while we will see larger maps i am pretty sure they will never be the size of the MW:LL maps as they are focusing more one close quarter combat (for now atleast) But who knows what will come in the future.

#51 Jman5

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Posted 11 November 2012 - 10:58 AM

View PostAlexEss, on 11 November 2012 - 10:50 AM, said:

First and foremost this have been discussed earlier and the answer was. This is intentional as there is a need for testing purpose to have the action quick and intense. (a lot of people walking around doing zilch does not make for good weapons data for an exmaple) and they feel that the quick match is a better fit with today's market then a 7 hour slugfest over 80 miles of map.

So while we will see larger maps i am pretty sure they will never be the size of the MW:LL maps as they are focusing more one close quarter combat (for now atleast) But who knows what will come in the future.

Apparently the next map is going to be a desert one that will be bigger than any we have seen in MWO.

#52 AlexEss

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Posted 11 November 2012 - 11:11 AM

Indeed. but to the people who want the MW:LL size of maps it will still be small. They are not happy if the map is not the size of Texas 1:1 =P

#53 Sennin

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Posted 11 November 2012 - 11:32 AM

View PostIcedpyre, on 10 November 2012 - 01:32 PM, said:



Because it's MECHWARRIOR online... not Battletech online.


You forget that a combined arms approach to the game for many is a welcomed factor and would appeal to a wider player base wich would generate more revenue for the company. The game developers themselves have stated from the beginning they wanted role warfare for each unit in the game. Some of the 'Mechs annouced have a very specific role (such as the Jaegermech) but because their is no combined arms aspect, this role is lost in translation. I for one would love to run an Elemental squad or try my hand at piloting a Mechbuster. Being able to take a break from plodding along in a 'Mech and enjoy the battlefield from different aspects is what keeps many people from moving on to other games.

Edited by Sennin, 11 November 2012 - 11:44 AM.


#54 UnseenFury

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Posted 11 November 2012 - 11:40 AM

Small maps sux, 8v8 sux, hit detection sux, graphics sux, performance on my MACHINE that run bf3 on ultra above 60 FPS in 1080p is sad (below 30 FPS)...

What more can I say...

...

#55 0d1n

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Posted 11 November 2012 - 11:45 AM

I'd love to see those huge open maps like in LL but without a respawn mode I don't think the maps would be viable or fun right now.

#56 Thorn Hallis

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Posted 11 November 2012 - 11:51 AM

I'd suggest to do this poll once MWO is as old as MWLL is now.

#57 endevite

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Posted 11 November 2012 - 11:59 AM

Bigger maps is a must, these current maps make the game feel like a really slow paced fps with mech "men" than giant mechs conquering a large battlefield. It has felt this way since many months back in closed beta and even then people voiced concern over map sizes.

#58 Piotr

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Posted 11 November 2012 - 12:22 PM

View PostThorn Hallis, on 11 November 2012 - 11:51 AM, said:

I'd suggest to do this poll once MWO is as old as MWLL is now.


MWLL only has about a year if even that more on the development cycle and thats with a volunteer crew......... So im not sure what your old as MWLL comment means, unless your making fun of MWO for not being as well developed as a volunteer group who is doing a better job with less resources?

#59 Tuhalu

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Posted 11 November 2012 - 12:52 PM

View PostPiotr, on 11 November 2012 - 12:22 PM, said:


MWLL only has about a year if even that more on the development cycle and thats with a volunteer crew......... So im not sure what your old as MWLL comment means, unless your making fun of MWO for not being as well developed as a volunteer group who is doing a better job with less resources?

Mechwarrior: Living Legends was first released on 27 December 2009 (taken from their wiki). Some of the assets are taken directly from Microsoft (MechWarrior: Living Legends was created under Microsoft's "Game Content Usage Rules" using assets from the MechWarrior Intellectual Property, © Microsoft Corporation. © 2007-2009). So really, the game is 3 year old, with some assets as much as 3-5 years old (and not actually produced by them).

I hope this has helped you keep your facts straight :)

Edited by Tuhalu, 11 November 2012 - 12:53 PM.


#60 Mavairo

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Posted 11 November 2012 - 01:03 PM

Wow. this is the first I have heard of this other mechwarrior game.

It looks gorgeous.. not cheesy and only half rendered like MWO is.





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