Number Of Maps Lacking For Inner Sphere
#21
Posted 22 January 2013 - 09:29 AM
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
Posted 22 January 2013 - 09:42 AM
jrgong, on 22 January 2013 - 09:17 AM, said:
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
Posted 22 January 2013 - 09:49 AM
#24
Posted 22 January 2013 - 09:51 AM
Acenan, on 31 December 2012 - 07:55 AM, said:
More like this
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
Posted 22 January 2013 - 10:07 AM
Acenan, on 31 December 2012 - 07:55 AM, said:
More like this
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
Posted 22 January 2013 - 10:12 AM
#27
Posted 22 January 2013 - 10:14 AM
Davers, on 10 January 2013 - 03:33 PM, said:
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
Posted 22 January 2013 - 10:20 AM
cdlord, on 22 January 2013 - 09:29 AM, said:
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
Posted 22 January 2013 - 10:22 AM
jrgong, on 22 January 2013 - 09:17 AM, said:
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
Posted 22 January 2013 - 11:46 AM
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
Posted 22 January 2013 - 12:08 PM
#32
Posted 22 January 2013 - 12:21 PM
Maverick01, on 31 December 2012 - 07:37 AM, 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!
Edited by Taizan, 22 January 2013 - 12:26 PM.
#33
Posted 22 January 2013 - 01:00 PM
Taizan, 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
Posted 22 January 2013 - 01:51 PM
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
Posted 11 February 2013 - 05:04 PM
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