First off the maps we have a fantastic, but I wouldn't mind when the faction warfare starts if we had alot of generic maps, just plans swamp lands with basic roads and forests, similar to the various maps in the previous MW video games. That would help make engagements feel like they are taking place on giant planet rather than the City, forest colony and Caustic valley that seems to be on every planet.


Generic Maps
Started by SaJeel, Dec 10 2012 10:19 PM
4 replies to this topic
#1
Posted 10 December 2012 - 10:19 PM
#2
Posted 11 December 2012 - 01:57 AM
I wonder if it's possible to make certain characteristics on maps random, like the time of day and weather? I suppose if not, once the workflow is smoothed out, those two things can likely be cranked out to help bulk out map variations a little.
#3
Posted 11 December 2012 - 04:29 AM
I've made a similar sugestion once, and since read in dev answers that they have no plans for such a system, which I think is unfortunate.
I would much prefer to have a huge list of generic maps for when community warfare is implemented and we're supposed to be fighting across the Inner Sphere, than a few pretty maps that get boring as you fight on the same ones over and over.
My ideal solution for this would be maps generated from height maps and populated with random trees, rocks, craters and stuff. These maps could be used for the more common mission types. Then we could also have the custom built maps that could be used in special mission types or when fighting on certain planets / hotspots.
There are many of you who say "no" to generated maps, the devs will make more and add to their numbers, but I doubt they'll make one for each planet in the sphere we will be fighting on. And besides, I suppose there will be multiple game modes, where you could select to only play on custom built maps.
I would much prefer to have a huge list of generic maps for when community warfare is implemented and we're supposed to be fighting across the Inner Sphere, than a few pretty maps that get boring as you fight on the same ones over and over.
My ideal solution for this would be maps generated from height maps and populated with random trees, rocks, craters and stuff. These maps could be used for the more common mission types. Then we could also have the custom built maps that could be used in special mission types or when fighting on certain planets / hotspots.
There are many of you who say "no" to generated maps, the devs will make more and add to their numbers, but I doubt they'll make one for each planet in the sphere we will be fighting on. And besides, I suppose there will be multiple game modes, where you could select to only play on custom built maps.
#4
Posted 11 December 2012 - 08:37 AM
Generated maps have a number of downsides.
Most notably are the issues with generation itself, and the generic "feel" of the map.
Generating a map isn't a simple "switch" that one can turn on. There are thousands of parameters that need to be considered, programmed, and tested tens of thousands of times to fine tune the system.
Also, once the system gets into place, it gets exponentially more complicated when adding things like rocks, trees, buildings, etc.
And then, assuming that you built a sort of "placement balancing" system in for the drop and objectives, you will are left with distributing the maps. Every map would need to be downloaded when entering the map, which would severely inhibit players with higher pings.
And at the end of all that, you are left with a generic, unfilled, empty map.
I'd rather see mirrored maps, different weather effects, night/day, and a fixed set possible base capture points that randomize their final location upon entering the map.
(Mirror Up, or Mirror Left with Rain, Snow, Clear, or Overcast occurring Day or Night)
This would give each map 24 different variations before changing base locations.
That's essentially 96 different maps based on what we already have, and we haven't even put randomized base locations in.
Most notably are the issues with generation itself, and the generic "feel" of the map.
Generating a map isn't a simple "switch" that one can turn on. There are thousands of parameters that need to be considered, programmed, and tested tens of thousands of times to fine tune the system.
Also, once the system gets into place, it gets exponentially more complicated when adding things like rocks, trees, buildings, etc.
And then, assuming that you built a sort of "placement balancing" system in for the drop and objectives, you will are left with distributing the maps. Every map would need to be downloaded when entering the map, which would severely inhibit players with higher pings.
And at the end of all that, you are left with a generic, unfilled, empty map.
I'd rather see mirrored maps, different weather effects, night/day, and a fixed set possible base capture points that randomize their final location upon entering the map.
(Mirror Up, or Mirror Left with Rain, Snow, Clear, or Overcast occurring Day or Night)
This would give each map 24 different variations before changing base locations.
That's essentially 96 different maps based on what we already have, and we haven't even put randomized base locations in.
Edited by Syllogy, 11 December 2012 - 09:04 AM.
#5
Posted 12 December 2012 - 10:22 AM
Here is my main problem with not having generic maps:
"Brave Commander SaJeel has just had his first major victory. He has liberated a planet after finishing of the enemy forces forcing them into a giant volcano and reducing them to salvage. He loads his mechs and his lance and jumps to another planet to take up another mission. His drop ship flies over the battlefield and to his surprise it is the exact same volcano he had his first victory" Emerson broken.
Now i've read some of what you've said and I want to understand how the map drawing works in MWO, a few things could be done to drastically change the look and feel of maps, Random filters random skyboxes, substitution of game objects (ie trees for stalacties buildings for bolders etc.)
"Brave Commander SaJeel has just had his first major victory. He has liberated a planet after finishing of the enemy forces forcing them into a giant volcano and reducing them to salvage. He loads his mechs and his lance and jumps to another planet to take up another mission. His drop ship flies over the battlefield and to his surprise it is the exact same volcano he had his first victory" Emerson broken.
Now i've read some of what you've said and I want to understand how the map drawing works in MWO, a few things could be done to drastically change the look and feel of maps, Random filters random skyboxes, substitution of game objects (ie trees for stalacties buildings for bolders etc.)
Edited by SaJeel, 12 December 2012 - 10:22 AM.
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