Author Topic: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress  (Read 1379 times)

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Offline KSerge83

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #15 on: August 21, 2010, 04:48:16 AM »
Quote
I go back on forth on whether or not to have aeros on the map.  If I am just designing it for ground units, I the map can have more detail and better performance.  I think the VTOLs will work well, I'm just not sold on the viability of aeros on the map, and I'm not sure having them is worth the greater view distance and lower street level detail required to make their performance acceptable.

Keep in mind that the long narrow streets are going to be FBomber's dream. Very little room to get out of the way of a bombing run, and AA guns are going to be mostly ineffective against aerospace. The tall buildings make it so the only aircraft you can shoot down are the ones flying down the street you are on.

I would like to see some parking garages so mechs (or maybe just vehicles) can get up off the street level and walk up to the roof. But thats pretty minor. its an AWESOME map.

I will concur on the suggestion of covered areas allowing mechs and vehicles to avoid aero.

On the matter of aeros, I would say that for the same reasons a mech is difficult to keep targetted for a ground attack in a city area, an aero has this same problem. The amount of setup time involved in dropping fire bombs or Tbolts, including the approach through lots of high rise buildings that are all potentially quite fatal, means that all a mech has to do is turn a street corner and the aero's approach is ruined.

Just as a mech can use buildings as quick cover from enemy mechs, so too can they do this with aero.
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Offline Salvatoris

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #16 on: August 21, 2010, 05:22:14 AM »
Really nice map Salvatoris but is there not any other way that you can fix the clipping problem Merf described, because I would love to have places where tanks can drive through but mechs can't follow.

I can fix it so mechs aren't able to hide in the buildings with just their legs visible, but I can't make it so the top half of mechs has collision.  I would love to see that happen with the mod, but I assume there are reasons that it isn't already that way.  The best I can really do for now is make any area too low for a mech to be inside of only be accessible to BA. 

Offline ~SJ~ Blhurr

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #17 on: August 21, 2010, 07:39:12 PM »
I wouldn't redesign the map just for aero.  Aren't they going to introduce server commands to toggle various asset classes?  That will solve the problem right there.  I think it's fine that the map favors aero.  If anything you could provide raised platforms where AA would thrive.
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Offline HAARP

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #18 on: August 21, 2010, 07:57:30 PM »
Aren't they going to introduce server commands to toggle various asset classes?
Certainly not.

I'm still for removing Aeros altogether from this map. They just don't quite fit IMO.

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #19 on: August 22, 2010, 12:02:41 AM »
Hey Merf, I am working on the issue with the low overhangs.  Most are easy to fix just by adding a base to the building that is tall enough for a mech to collide with it.  Can you post a screen of which buildings you thought were the biggest offenders?  I'm trying to get this fix in for the next update.  Thanks.

Hmmn. Only have a screen of one of them (not with a mech in it buuut). Should be good for pointing out the type of building I am talking about, and this ones location. Can try to get the others as well (think I've noticed at least two) if needed. Need to find a time where I can go exploring on the map is all without getting distracted with wanting to play the map instead =)

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Offline Salvatoris

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #20 on: August 22, 2010, 02:33:17 AM »
Got it, thanks.  There were four buildings with that type of overhang on the map.  The empty space underneath was made in to BA accessible only interior with long slit windows for firing out... or in.  :) 

Offline ~SJ~ Blhurr

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #21 on: August 22, 2010, 03:17:56 AM »
I'd like to be critical of this map but I'm just so impressed by it and very grateful that someone out there is doing work of this caliber and content that you'll have to give me some time.
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Offline Stormin'

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #22 on: August 22, 2010, 04:00:38 AM »
Quote
I go back on forth on whether or not to have aeros on the map.  If I am just designing it for ground units, I the map can have more detail and better performance.  I think the VTOLs will work well, I'm just not sold on the viability of aeros on the map, and I'm not sure having them is worth the greater view distance and lower street level detail required to make their performance acceptable.

Keep in mind that the long narrow streets are going to be FBomber's dream. Very little room to get out of the way of a bombing run, and AA guns are going to be mostly ineffective against aerospace. The tall buildings make it so the only aircraft you can shoot down are the ones flying down the street you are on.

I would like to see some parking garages so mechs (or maybe just vehicles) can get up off the street level and walk up to the roof. But thats pretty minor. its an AWESOME map.

I will concur on the suggestion of covered areas allowing mechs and vehicles to avoid aero.

On the matter of aeros, I would say that for the same reasons a mech is difficult to keep targetted for a ground attack in a city area, an aero has this same problem. The amount of setup time involved in dropping fire bombs or Tbolts, including the approach through lots of high rise buildings that are all potentially quite fatal, means that all a mech has to do is turn a street corner and the aero's approach is ruined.

Just as a mech can use buildings as quick cover from enemy mechs, so too can they do this with aero.

Seems like in a city like this there would be a parking problem.  Perhaps long interconnected underground parking areas could be put in, with occasional exits for vehicles and mechs, and more frequent exits for BA.  Lots of large support columns too obviously.  If someone could fly an aero into that, they deserve the kills they can get.


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Offline ~SJ~ Tajin Nevversan

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #23 on: August 23, 2010, 12:17:05 PM »
Really cool map so far, aside from some minor FPS-issues when alot of fighting is going on between the buildings.

Personally I think the buildings are a bit out of propotion / too big in comparison to the mechs. I'd love to see the whole thing scaled down a bit, but kept the same aside from that.

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Offline Crashagn

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Re: Sa_Urban_Jungle 20:00 GMT 18/08 on Huntress
« Reply #24 on: August 24, 2010, 05:21:53 PM »
 Salvatoris-  Been running this on our server. I am likin it.  8)

My opinion-

Keep the Air support- If your gonna fly then your gonna work at not smackin into a building. Might also keep people from camping a certain area of the map if firebombs came in on them...

Maybe add some sporadic light drizzle or light haze/fog.. Something that comes and goes.....

Liking the size of this map.. its like bringing back the mw4 big city map or royal guard...