When It Comes To Maps, Would You Prefer Quality Or Quantity?
#21
Posted 25 January 2013 - 09:42 PM
I think user maps are out due to Licensing requirements
So i believe they have to balance making money (mechs make more money than maps) with user expectations
Because if the money runs out its game over
We just have to be patient
Should be 2 new maps by April/May this year if all goes to schedule
I vote qualitiy cause you can imagine all the bad feed back if a crappy map was released
#22
Posted 25 January 2013 - 09:44 PM
#23
Posted 25 January 2013 - 09:47 PM
Edited by Coolant, 25 January 2013 - 09:48 PM.
#24
Posted 25 January 2013 - 09:50 PM
#25
Posted 25 January 2013 - 09:52 PM
Tarman, on 25 January 2013 - 09:50 PM, said:
What this guy said.
#26
Posted 25 January 2013 - 10:12 PM
Lightfoot, on 25 January 2013 - 08:57 PM, said:
miscreant, on 25 January 2013 - 08:29 PM, said:
I want both, and I want them fast. (No Vote)
How come other developers can make maps faster, and better than PGI?...
Well I guess this is another thing I wanted to bring up. Are the maps we have now considered quality? (I would give PGI the befit of the doubt and assume they tried "quality" with the 4 we have now), If thats the case, Many players don't like many of the "quality" ones already. And just putting together mash ups of a big map as that falls under the quantity category be seen better than the ones we have already.
So if what makes a good map is so trivial, and can't be forcibly acquired with more time or effort , isn't better to just have more maps, period?
Either way spam =win
Edited by l33tworks, 25 January 2013 - 10:13 PM.
#27
Posted 25 January 2013 - 10:51 PM
#28
Posted 25 January 2013 - 10:54 PM
#29
Posted 25 January 2013 - 10:55 PM
#30
Posted 25 January 2013 - 11:17 PM
jrgong, on 25 January 2013 - 10:55 PM, said:
That's a vote for quantity good sir.
To sum up best, say by 2014, would you rather have another 8 maps total along the lines of the 4 we have now. or +30 new just really random ones, even if they have problems.
The first is a vote for quality the second quantity.
Edited by l33tworks, 25 January 2013 - 11:18 PM.
#31
Posted 25 January 2013 - 11:26 PM
#32
Posted 25 January 2013 - 11:30 PM
Edited by SauceTQ, 25 January 2013 - 11:30 PM.
#33
Posted 25 January 2013 - 11:38 PM
AC, on 25 January 2013 - 07:48 PM, said:
I disagree that we don't need it. Stuff like pipes along rocky terrain make it more complicated which is a good thing. It adds depth to the map and rewards experience. So for example, knowing exactly where the pipe is low enough to walk over and where you clip it and get stuck is something you learn by experience. Not knowing this can mean the difference between life and death.
The more complicated the maps, the higher the skill ceiling is for playing that map and the longer life this game has.
#34
Posted 25 January 2013 - 11:46 PM
but not random generated maps if you get what im saying
#35
Posted 26 January 2013 - 12:19 AM
Just give us dozens of maps, make them as fast as you can as basic as you can, or even make a random map generator so that each planet we fight over has 1 unique map. Then, after the dust settles you can slowly update the maps with some extra bits, a wreckage there, a rock formation here and so on.
#36
Posted 26 January 2013 - 12:48 AM
The more maps there are, the higher the probability that some of those are good.
River city night could be as perfect as possible, I just don't like "thermalvision-maps" and never want to play them again.
#37
Posted 26 January 2013 - 12:55 AM
#38
Posted 26 January 2013 - 01:03 AM
#39
Posted 26 January 2013 - 01:04 AM
mwhighlander, on 25 January 2013 - 08:25 PM, said:
Sure the map details are nice, but lets take Frozen City for instance. That map layout itself is utter frigging garbage!
I hate Frozen City, not only because of the blinding white which basically forces me to use thermal but also because it's the most obviously unbalanced map in any game ever.
If you start at the south base your team has the huge advantage of being able to watch the crash site (where most combat takes place, at least in assault) and tunnel entrance, yet the north base has a tunnel entrance very near it and far away from the crash site, forcing that team to split up to guard both areas.
As for quality or quantity...i say quantity.
It's nice to even just see different "worlds". I don't consider day/night/sunny/rain to be different maps, but i do think it would be nice if all maps had these variants (I'd love to play River City in heavy rainfall
#40
Posted 26 January 2013 - 01:21 AM
When you go to make a level you don't just pull the design out of your arse, you have to plan it out. What kind of level is it? Does it have daytime/night setting? Is it cold, hot, raining, snowing, what kind of weather? Is it inside or out. How about the light source, is it a moon, the sun, steet lights, no lights? What path choices are you going to give the player? Are there choke points?
Next is texturing the map. Okay based on your 2-3 hour estimate lets make everything a sand texture. Got a mountain, its made of sand. Got a lake, sand. Each texture, especially on terrain has to be layered. If you use mudbox to make the terrain then you have to drop it in a model program, uv it, then texture it. Some maps can have 8-9 layers of textures if they are gonna be quality maps.
Now comes the meshes, the buildings, trees, etc. Sometimes you can prefab them or run procedural systems to add them. Most times though they need to be placed individually, especially in this kind of game with urban areas. Those need to be made, uv'd, textured, collisions added.
Then comes the lighting, setting LoDs, Optimazation (so people don't QQ about lag etc), and then checking it for bugs. I'm sorry anyone that makes a level in 2-3 hours is making nothing but junk. I'd rather wait for two good maps that have detail and substance over a bunch of **** maps that are just tossed out so they can have something to play on. I'll take quality over quanity anyday. People been playing to many orange box TF2 maps...
Edited by Xavier Davion, 26 January 2013 - 01:25 AM.
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