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Number Of Maps Lacking For Inner Sphere


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#1 Phoenix Branson

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Posted 31 December 2012 - 07:37 AM

I was wondering a simple question regarding community warfare.,.

How can you have battles across hundreds of different Inner Sphere Worlds when the current map pool has around a dozen maps? Even if the developers were to double the amount of maps when the Clans arrive, they are no where close to the number of maps required for the vast reaches of the Inner Sphere. I hope the developers start ramping up production on new maps when community warfare is implemented, or this game will get dreadfully boring fast!

#2 superteds

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Posted 31 December 2012 - 07:42 AM

haha i wish we had a dozen maps

#3 AlexEss

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Posted 31 December 2012 - 07:44 AM

Seeing as we have two more maps on the way (and we do not know how much they can tweak the current ones to create different versions with different layouts) i would not worry to much to be honest.

#4 Agent of Change

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Posted 31 December 2012 - 07:45 AM

a few maps, a number of maps, slightly more than half-a-dozen maps.

7 to be specific.

Your concern is noted and shared, but I'm told we will get more, hopefully quickly.

Edited by Agent of Change, 31 December 2012 - 07:45 AM.


#5 Gryphdog

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Posted 31 December 2012 - 07:49 AM

I think a few more would be nice, but the good thing is the way they've made the current maps there are a lot of different strategies that you can use.

Admittedly I've only been playing a little while now, but the different tactics you can use on each map just keep getting better and better.

#6 superteds

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Posted 31 December 2012 - 07:52 AM

View PostGryphen, on 31 December 2012 - 07:49 AM, said:

I think a few more would be nice, but the good thing is the way they've made the current maps there are a lot of different strategies that you can use.

Admittedly I've only been playing a little while now, but the different tactics you can use on each map just keep getting better and better.


such as;

go tunnel/don't go tunnel
go water/don't go water
go 3line/don't go 3line
upper city/lower city

MechwarriorOnline - Tactical Gameplay.

#7 Vassago Rain

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Posted 31 December 2012 - 07:54 AM

View Postsuperteds, on 31 December 2012 - 07:52 AM, said:


such as;

go tunnel/don't go tunnel
go water/don't go water
go 3line/don't go 3line
upper city/lower city

MechwarriorOnline - Tactical Gameplay.


Alpha beta gamma.
Roger roger, skull leader.
Tunnel, E7.
Omega.

#8 Acenan

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Posted 31 December 2012 - 07:55 AM

We need bigger maps and longer fights, more like Mechwarrior living legends.
More like this
Posted Image

#9 Gryphdog

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Posted 31 December 2012 - 07:55 AM

View Postsuperteds, on 31 December 2012 - 07:52 AM, said:


such as;

go tunnel/don't go tunnel
go water/don't go water
go 3line/don't go 3line
upper city/lower city

MechwarriorOnline - Tactical Gameplay.


And more variants for each one of those:
flank/spot/harass/brawl

Multiplied by:
timing (beginning/mid/end)

#10 superteds

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Posted 31 December 2012 - 08:00 AM

View PostVassago Rain, on 31 December 2012 - 07:54 AM, said:


Alpha beta gamma.
Roger roger, skull leader.
Tunnel, E7.
Omega.


rodger my rodger over!

#11 Harney

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Posted 10 January 2013 - 03:11 PM

Yes would be nice to have maps 5x to 8x larger than caustic valley then we would have fantastic battles

#12 Voridan Atreides

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Posted 10 January 2013 - 03:21 PM

View PostAgent of Change, on 31 December 2012 - 07:45 AM, said:

hopefully quickly.

hahahahaha....wait was that a joke?

View PostAcenan, on 31 December 2012 - 07:55 AM, said:

We need bigger maps and longer fights, more like Mechwarrior living legends.
More like this
Posted Image


One thing at a time there buddy. Lets fix the things that are really ruining the game first. Large scale maps, with bigger teams would make the game sooooo much better though. Hopefully this is something the devs have in mind with Community Warfare.

Edited by Voridan Atreides, 10 January 2013 - 03:23 PM.


#13 verybad

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Posted 10 January 2013 - 03:25 PM

View PostHarney, on 10 January 2013 - 03:11 PM, said:

Yes would be nice to have maps 5x to 8x larger than caustic valley then we would have fantastic battles


Ohh the howls when people discovered their base was being captured and they werea whole Caustic Valley away from it...

#14 Davers

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Posted 10 January 2013 - 03:33 PM

View Postverybad, on 10 January 2013 - 03:25 PM, said:


Ohh the howls when people discovered their base was being captured and they werea whole Caustic Valley away from it...

It's kinda this ^^.

With the game modes we have now having huge maps would be a terrible idea.

#15 verybad

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Posted 10 January 2013 - 03:36 PM

KOTH, or CTF might work for this sort of map, however big maps aren't necessarilly the most fun. You see it in a lot of games, especially those with map making software availalbe to the public. Everyone maxes out their map sizes. It often results in less good play, not more, as teams don't even meat eachother sometimes.

#16 Severin Lef

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Posted 22 January 2013 - 08:44 AM

View PostAcenan, on 31 December 2012 - 07:55 AM, said:

We need bigger maps and longer fights, more like Mechwarrior living legends.
More like this
Posted Image


Cut. Paste.
happy players :)

#17 Kraven Kor

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Posted 22 January 2013 - 09:10 AM

MW:LL maps / environment was hands down better than MWO, though I'm not sure the MW:LL style maps would work as things stand.

Still, you set up large maps with objectives that force the two teams into conflict, and ensure that they can't just go around avoiding the fight and taking objectives. For instance, you set three objectives for one team to capture, and the other to defend. Then you make it so they can't capture any one of them until at least X defenders have been removed from the area. In other words, you can't start the cap process until you have engaged and defeated one or more defenders at that objective. Something like that.

#18 Corvus Antaka

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Posted 22 January 2013 - 09:11 AM

+1 for more maps

#19 jrgong

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Posted 22 January 2013 - 09:17 AM

forest colony
snow city
river city
caustic

And no Snow/Night does not count as a "new map"

Release a public map editor with specifications on what will allow user made maps to be accepted and implemented in game. Its clear that A. PGI is in over their heads B. New, preferably larger maps are desperately needed C. Many in the community are both willing and able to help out in this endeavor, we just need the tools to do so. D. LET US HELP YOU WE WANT THE GAME TO SUCCEED

#20 The Mecha Streisand

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Posted 22 January 2013 - 09:24 AM

View PostAlexEss, on 31 December 2012 - 07:44 AM, said:

Seeing as we have two more maps on the way (and we do not know how much they can tweak the current ones to create different versions with different layouts) i would not worry to much to be honest.


Changing lighting, and removing/adding an object or two, does NOT make a new map. The winning strategy for River City didn't change from day to night. The Forest Colony Snow map only took away a Frozen City type ridge from the middle of one end of the field--aside from changing the firing positions around, really no difference. Frozen City Night? Drop the haze and repaint the sky box--voila!

Current maps are alright, but after 1300-1400 drops, they're getting old REALLY fast. And I never seem to get my fill of Caustic Valley (my favorite map so far, and REALLY deserving of the cop-out night map treatment).





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