Jump to content

Number Of Maps Lacking For Inner Sphere


34 replies to this topic

#21 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 22 January 2013 - 09:29 AM

I'd like to see a map based on a moon or asteroid. Think opposite of Caustic, where there is a huge crater in the center. Boulders for cover. Smaller craters scattered about. Would be cool.

I also want to see king of the hill scenario with a single central base to take (counter ticks based on how many mechs are on it, for both sides).

#22 Zac78

    Member

  • PipPip
  • 22 posts
  • LocationEU/Germany

Posted 22 January 2013 - 09:42 AM

View Postjrgong, on 22 January 2013 - 09:17 AM, said:

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


This (D. in particular)

I know PGI would need to check user made maps in detail to avoid abuse and stuff and that this is time consuming but IMHO it's better to fix some minor things afterwards on those maps than to have way to few maps to have something like CW for Inner Sphere even started.

#23 w0rm

    Member

  • PipPipPipPipPipPipPipPipPip
  • Giant Helper
  • 2,162 posts

Posted 22 January 2013 - 09:49 AM

Same here. I'm just fed up seeing the same maps over and over again. MWO desperatly needs new unique maps instead of variants.

#24 King Arthur IV

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • 2,549 posts

Posted 22 January 2013 - 09:51 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

when i look at this, i think mwo scale is sooo off. this looks like your looking out from a high place and the land scale is huge! in mwo i dont feel like im in a high place and the world seems so off.

#25 Malora Sidewinder

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 390 posts
  • Google+: Link
  • LocationNew Jersey

Posted 22 January 2013 - 10:07 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

problem with that is the matches don't have enough people to populate, and unlike MWLL mwo is pure battlemech, so no flying. i think map SIZE is just about good, maybe a bit on the small end of the acceptable spectrum but still there.

i'm just looking forward to new maps.

#26 Vernius Ix

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 405 posts
  • LocationOscar Mike

Posted 22 January 2013 - 10:12 AM

We have four maps. Variations do not count. Out of PGI's many, many fails (SO MANY) their biggest was only having four maps up for the start of open beta. Six months in...we still have four. Epic fail

#27 Skaroth

    Member

  • PipPipPipPipPip
  • 158 posts

Posted 22 January 2013 - 10:14 AM

View PostDavers, on 10 January 2013 - 03:33 PM, said:

It's kinda this ^^.

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


Not really, you'd just have to have a defense. There would be more strategy and roles to play other than zerg the other team. If you were in a huge map, you'd have to break your team up to defend your base, harass/cap theirs, and a main battle group. Communications would be critical.

Terrible idea? no
Change the game play? totally

#28 Skaroth

    Member

  • PipPipPipPipPip
  • 158 posts

Posted 22 January 2013 - 10:20 AM

View Postcdlord, on 22 January 2013 - 09:29 AM, said:

I'd like to see a map based on a moon or asteroid. Think opposite of Caustic, where there is a huge crater in the center. Boulders for cover. Smaller craters scattered about. Would be cool.

I also want to see king of the hill scenario with a single central base to take (counter ticks based on how many mechs are on it, for both sides).


Different gravitation levels would be a cool feature as well, also weather (this is a ****** to do and can lag the heck out of people but, cool feature if implemented properly). Think, fighting is a sand storm on a desert, dunes move, visibility opens and closes in areas (snow as well).

#29 GriefHard

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 160 posts

Posted 22 January 2013 - 10:22 AM

View Postjrgong, on 22 January 2013 - 09:17 AM, said:

forest colony
snow city
river city
caustic

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

Exactly! Another "weather" or day/night cycle does not make a new map. I think also, that maps need to be at least 4x the size of what they are at the moment. That makes it important to guard or attack... Or at least think about it!

I am a huge fan of MWO and I want this game to succeed. But I am afraid there are more pressing matters than new Mechs every month and Hero-Mechs every month. At least they are at the moment!

#30 OneManWar

    Member

  • PipPipPipPipPip
  • 192 posts
  • LocationMontreal, Canada

Posted 22 January 2013 - 11:46 AM

I'm all for a bit bigger maps, but with 8 players I think 2X larger at most. If we start getting to 4X or 8X larger, then we're talking 4-5 minutes of walking before the CHANCE of seeing an opponent. The maps can't be so big that we never see anyone. I know on some huge maps in LL, I could actually walk for 3-4 minutes and not see a mech or another vehicle, and this sucked. I don't want a mech walking simulator, I want a mech COMBAT simulator.

So I say double the size is good. Gives you more options, but not big enough that you\ll never see anyone. Also, the bigger maps would only be really good for conquest. For assault, it would turn into way too many 15 min stalemates I think. Conquest would make it so you have to move.

#31 CygnusX7

    Member

  • PipPipPipPipPipPipPipPip
  • 1,803 posts
  • LocationA desolate moon circling a desolate planet

Posted 22 January 2013 - 12:08 PM

Curious how well larger maps will run on our systems and/or larger maps with double the mechs.

#32 Taizan

    Com Guard

  • PipPipPipPipPipPipPipPip
  • 1,692 posts
  • LocationGalatea (NRW)

Posted 22 January 2013 - 12:21 PM

View PostMaverick01, on 31 December 2012 - 07:37 AM, said:

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!


The only solution I could see for planetary combat with a multitude of different temperature zones and locations would be with randomly / procedural generated maps or something like a general base map layout with random placement of hills / stones / buildings etc.

Else wise I don't think we will actually have different maps depending on the planet or location, but just the same 8 - 12 different maps no matter what.

Edit:
A map editor and community made maps would be extremely helpful. PGI could create a design document with specifications, add some standard prefab models to place and off we go!

Edited by Taizan, 22 January 2013 - 12:26 PM.


#33 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 22 January 2013 - 01:00 PM

View PostTaizan, on 22 January 2013 - 12:21 PM, said:


The only solution I could see for planetary combat with a multitude of different temperature zones and locations would be with randomly / procedural generated maps or something like a general base map layout with random placement of hills / stones / buildings etc.

Else wise I don't think we will actually have different maps depending on the planet or location, but just the same 8 - 12 different maps no matter what.

Edit:
A map editor and community made maps would be extremely helpful. PGI could create a design document with specifications, add some standard prefab models to place and off we go!

It would be cool if there were different levels to community created maps. I have some great ideas (I think), but I have the artistic ability of a rock :). I'd love to be able to send in my napkin sketch and have it given consideration.

#34 Kristov Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 2,909 posts

Posted 22 January 2013 - 01:51 PM

User created maps for MWO...I want to doubt that, but since it has been done with a few other MMOs, I suppose it's possible, just hope we get better content those in those MMOs that allow it, because lets face, most of the folks who swear they can make a better map really can't.

Do we need more maps? Duh! Do we need them faster? Eh..not so much. Ask the folks over at MWLL how many passes they took over their 15 total maps over the course of how many years to get them mostly sorta kinda balanced(ok, they aren't actually balanced very well, but they ARE cool and pretty damn big with lots of stuff that does nothing for game play but it LOOKS great!). I've designed maps for various games over the years, it ain't exactly something you just sit down with an editor with and you're done. You need an actual plan, it must be balanced for the game type the map is being made for(which is a hell of a lot harder then you think, just ask the guys who did the MWLL maps), then you create the map, put it out for testing and see what's broken. After a few hundred runs on the map, you get the basic information on what's broken and what isn't, and you can see where you need to start making changes. You do this, you once again test the map a few hundred times and see if those changes helped or made it worse, repeat until the map is as balanced as you can get it. This can take a bit and changes to the game at a later date can totally fubar a map design and it has to be redone again until it fits with the updated game. Took me 3 months to create a map for Tribes 2 called 'Space Balls', the actual design was simple and done within an hour, the BALANCE took 3 months of testing and work before it was ready for open use, and even then there were issues with low end systems being abused badly by the map.

We already have lots of people complaining about low FPS on the very small maps we have now, what will happen if those maps are suddenly 2-8x as large AND have another 8 Mechs on them?

It really isn't as easy as some of you try to make it out to be, MWLL has 15 maps after years of work, that's not exactly a huge amount, because it takes time to create a good balanced map that is also fun for all players. It's a bit more complicated then going 'we'll put spawn A here and spawn B there and just toss some hills over on this side and a city over on that side and we're done!', it's a bit more complicated and a hell of a lot of work.

#35 Bundschuh

    Rookie

  • 1 posts

Posted 11 February 2013 - 05:04 PM

+1 for more maps





14 user(s) are reading this topic

0 members, 14 guests, 0 anonymous users