Author Topic: Urban maps  (Read 1237 times)

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Offline Sem

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Urban maps
« on: June 05, 2009, 10:37:49 PM »
Hi

are there any plans for urban style maps for MWLL

thanks  :)

Offline Askis

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Re: Urban maps
« Reply #1 on: June 05, 2009, 11:05:14 PM »
Afaik they had an urban map some time ago, but with all the buildings it was a resource hog par excellence, so probably not in beta, hopefully later.

Offline (TLL)Nick

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Re: Urban maps
« Reply #2 on: June 05, 2009, 11:16:10 PM »
I'd say that buildings can eat up a lot of resources like Askis says, and having a large city would be pretty laggy, I'd say.

Online KingLeerUK

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Re: Urban maps
« Reply #3 on: June 05, 2009, 11:25:07 PM »
The Crysis engine gets really unhappy when it has to deal with the number of prefab objects required to build up a convincing city in which to have Mech scaled combat.  One of the solutions would be to limit the visible area by strategic building/block layouts, but it probably still would not play as well as a terrain-based map.  Also, you would never be able to run aeros on a city map because you could not enforce the visible area limitations.

I'd still love to see it done one day though.
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Offline (TLL)KitLightning

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Re: Urban maps
« Reply #4 on: June 06, 2009, 05:46:09 AM »
I would very much like to see Urban maps in the future of MWLL as seen in the intro of MW3 ;)

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Offline shadowkiller

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Re: Urban maps
« Reply #5 on: June 06, 2009, 06:03:15 AM »
Actually city maps can be some of the best optimized maps due to the short view distance. If the buildings are made properly with occluders then a very large city wouldnt even make cryengine 2 break a sweat. We have no plans for a city map in beta but there are some ideas being thrown around. Personally, i would like to see a map based on the mw3 intro. 8)


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Offline Stormin'

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Re: Urban maps
« Reply #6 on: June 06, 2009, 07:36:53 AM »
Personally, i would like to see a map based on the mw3 intro. 8)

I'll third that suggestion!  I loved urban fights.  Pity about the aeros though...I'd love to pilot a VTOL through the streets like the opening of Running Man!  The "Butcher of Bakersfield", woot!  8)


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Offline XekuZwei

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Re: Urban maps
« Reply #7 on: June 06, 2009, 07:56:15 AM »
An urban map would be spectacular to have at some point.  Big City was one of my favorites back playing MW4.  The biggest problem I can see with designing a city map would be deciding what to do with the buildings...in MW4, there was no such thing as a battle armor (MekTek packs aside), so all the buildings were just big boxes.  With the addition of infantry-scale combat in MWLL, it would be nice to have at least some, if not all, of the buildings interactive on that scale, ie, entrances, exits, and various floors with spots from which to ambush mechs.  Not difficult to actually put together, but that much additional architecture would probably be a massive resource sink.

And you can't go ruining the view distance!  What about street-sniping?!  Also, would mechs JJing on top of buildings cause problems?

Offline shadowkiller

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Re: Urban maps
« Reply #8 on: June 08, 2009, 02:59:27 AM »
And you can't go ruining the view distance!  What about street-sniping?!  Also, would mechs JJing on top of buildings cause problems?

Who said anything about that? The view is short cause you have a massive building in your face.


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Offline XekuZwei

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Re: Urban maps
« Reply #9 on: June 08, 2009, 09:36:31 AM »
I don't know a thing about level design, so I'm not even sure what some of these things mean in context (occluders, I'm looking at you!).  With the talk of aeros and visible area limits, I was getting the impression that there would be some sort of artificial view distance limit beyond the buildings themselves.  Distance fog, if you will.  That sort of thing would obviously impede looking across the map down a long main street, but apparently isn't necessary.  Disregard my uneducated words!

Either way, city map would be awesome regardless of how it's done.   :P

Offline AoP

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Re: Urban maps
« Reply #10 on: June 08, 2009, 11:24:46 AM »
Urban maps as the team approached them so far are not really a playground for aerospace in first place. It'd be like a constant run through the death star's trench.
Urban maps in MWLL aren't like urban maps in MW4 for example where huge mechs are almost able to look over buildings. We're talking about actual skyscrapers and other *huge* buildings.

Please check out the screenshots from - the meanwhile abandoned - ToA Cold Steel to get an idea of what I'm talking about: http://mechlivinglegends.net/cpg/thumbnails.php?album=7

Offline =KoS= Eldragon

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Re: Urban maps
« Reply #11 on: June 08, 2009, 03:48:12 PM »
Urban maps as the team approached them so far are not really a playground for aerospace in first place. It'd be like a constant run through the death star's trench.

You say that like its a bad thing!

Offline CHHš Sturmadler

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Re: Urban maps
« Reply #12 on: June 08, 2009, 05:55:33 PM »
^^ It is a bad thing if everyone else has the advantage of more armor, and slower speed.  VTOLs however...

Offline Strapped McGee

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Re: Urban maps
« Reply #13 on: June 08, 2009, 06:43:17 PM »
Urban maps as the team approached them so far are not really a playground for aerospace in first place. It'd be like a constant run through the death star's trench.
Urban maps in MWLL aren't like urban maps in MW4 for example where huge mechs are almost able to look over buildings. We're talking about actual skyscrapers and other *huge* buildings.

Please check out the screenshots from - the meanwhile abandoned - ToA Cold Steel to get an idea of what I'm talking about: http://mechlivinglegends.net/cpg/thumbnails.php?album=7



ah, that looks sweet...


just wondering... what kind of damage a mech would take if the building were to fall on it?  *evil grin*
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Offline Ghiest

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Re: Urban maps
« Reply #14 on: June 08, 2009, 06:47:11 PM »
Doesn't really have to be massive sky scrapers to be urban though, allot of border world towns and cities would never turn into massive sky scraper cities.   My imaginings of it would be maximum of around 6-7 story buildings dotted around a majority of 2-3 story buildings giving places for decent ambush/hiding spots from mechs but still give enough room for strafe runs from ASF.