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Map Design: Its A Guessing Game!


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#1 Dreepa

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Posted 20 January 2013 - 04:14 AM

Hi,

everyone knows we are in beta, yes. We all know pressure is high, stuff must be done and time is missing etc etc.

However, the amount of leveldesign problems I encounter everytime when playing is just not right...

Maybe your approach to doing the maps needs to be looked at again?

To me it feels like the maps were made with primarily thinking about making the map beautiful and afterwards thinking about the handling and movement implications instead of doing the whole design bottom up.

There are so many hills where you cannot clearly see: Will I make it up that slope, or bug around, wobbling back and forth and having to turn around in pain, while lag setbacks dont give me any feeling for what I am doing at the slope.

There are so many houses or street areas, that are not polished where you get stuck. So many pathways in city areas where edges and little obstacles completely stop your movement.

The levels just dont speak a language that is obvious, and transparent to the player. Its always a guessing game: Will it work at that slope? Will I get through between those 2 houses? Will that little demolished iron bar over there stop my entire movement?

This isnt even a sandbox game, so we are talking about pre defined, non changing maps.

Stop the guessing game. Remove hitboxes that are annoying. Place solid objects where you dont want players to pass. Signs and feedback anyone? Let the map speak a language that you can understand, without having to do trial and error approaches to all situations.

Nothing sucks more than to not know what the game rules are and what you can do or cant do.

Edited by Dreepa, 20 January 2013 - 04:29 AM.


#2 Kill Dozer

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Posted 20 January 2013 - 08:04 AM

I have to agree, getting snagged on something on the map and either not being able to move and/or "jumping up and down 30 meters in one spot" really blows.

Sometimes you can bump a stuck mech and it will break free, sometimes you both get stuck. My personal best was 3 mechs stuck together in one spot (on river city between to buildings in lower city) when we tried to bump each other loose.

#3 Sam Slade

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Posted 20 January 2013 - 08:35 AM

I'm hoping colisions will make people a little more hesitant when it comes to storming around without a care in the world. Piloting a Dragon with an XL300+ at max speed should require finesse and concentration so as to avoid crippling collisions with buildings.

I want to see light mechs creeping about and using their low profile and friend with ECM to hide because running flat out into a wall will knock off their front armor.

I hate the "30 meter jump" also but I curse myself for not maintaining a safe and steady heading and being a lousy wall hugger as well.

#4 Dreepa

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Posted 26 January 2013 - 07:13 AM

Its pure frustration sometimes...

On Frozen City, try to get through the broken starship wreck with a stalker, coming from the south east, going north.

You always will be stuck and move around like a brainless zombiewalker to get through the hole.


Its like this, as an example:

Posted Image



The first one is how it should be to have a fluent game experience.

The second one is how it actually feels in the game.





Another situation would be the ship on forrest / forrest snow.

On the one side its fine (north) though on the south side there are several crates serving no game play purpose except for annoying the **** out of you.

Get rid of that stuff PGI! Overhaul your collisionboxes / mesh in the levels, please!

Edited by Dreepa, 26 January 2013 - 07:18 AM.


#5 Naelbis

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Posted 26 January 2013 - 07:48 AM

I admit that I find it annoying that my multiton death machine gets stuck on the tiniest things. Strictly speaking, most of the obsticals that I get stuck on my mech should just pulverize without even noticing them. Maybe when destructible terrain comes in?

#6 Savinwraith

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Posted 26 January 2013 - 07:54 AM

Spoiler
I had some thoughts on addressing the map issues and I wrote a letter to PGI, but they took me up on the right not to reply part I added.
The letter can be seen in the thread listed below:
http://mwomercs.com/...54#entry1734154

Edited by Savinwraith, 26 January 2013 - 08:12 AM.


#7 Gristle

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Posted 26 January 2013 - 09:00 AM

View PostDreepa, on 20 January 2013 - 04:14 AM, said:

...There are so many hills where you cannot clearly see: Will I make it up that slope, or bug around, wobbling back and forth and having to turn around in pain, while lag setbacks dont give me any feeling for what I am doing at the slope.

There are so many houses or street areas, that are not polished where you get stuck. So many pathways in city areas where edges and little obstacles completely stop your movement.

The levels just dont speak a language that is obvious, and transparent to the player. Its always a guessing game: Will it work at that slope? Will I get through between those 2 houses? Will that little demolished iron bar over there stop my entire movement?

This isnt even a sandbox game, so we are talking about pre defined, non changing maps.

Stop the guessing game. Remove hitboxes that are annoying. Place solid objects where you dont want players to pass. Signs and feedback anyone? Let the map speak a language that you can understand, without having to do trial and error approaches to all situations....


So you want the maps to be more like a "rail game" style that guide you along? Ever been offroad in a vehicle? There aren't any signs telling you if you will make it over an obstacle. Sometimes you make it up the hill, sometimes you don't. The maps are fine the way they are as far as contours.

I'll admit that it is annoying that stuff like trucks and cars stop your mech dead. Nothing would warm my mechs heart more than to be able to crush those cars under it's feet.

Edited by Gristle, 26 January 2013 - 09:01 AM.


#8 Khobai

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Posted 26 January 2013 - 09:14 AM

I don't think terrain collision is the biggest design flaw. The fact the maps are way too small is the bigger problem.





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