Author Topic: SA_Urban_Jungle  (Read 16695 times)

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Offline MasterOhh

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Re: SA_Urban_Jungle
« Reply #270 on: September 06, 2010, 01:21:35 PM »
Finaly had some time to check out the map on a local server.
My jaw still hurts from dropping onto my desk repeatedly when I found new awesome looking areas.
After a brief sight seeing tour with an owens I couldn't resist to speed through the street canyons with a sparrow hawk ;)

Can't wait to go to battle in that city!!!
Great work Salvatoris!

Online MerfMerf

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Re: SA_Urban_Jungle
« Reply #271 on: September 06, 2010, 01:56:35 PM »
Love how the new version introduced much more in the way of 3D combat. Especially during the time when there are many medium mechs around and some heavies are just starting to appear. Very fun. Even did some mech style parkour. I saw both Snowball and Riker making it impressively high in shadow cats. In the end I think Riker won the parkour "contest". I was happy to note the ledges that look like they are solid ARE solid. That is very nice.

For more actual gaming I think for the middle spawns there is an easy way up to the highway for the IS spawn, but none for Clan? I might be wrong though since I did not explore all too much. Was mostly in JJ equipped mechs so I just JJed up to the highway. Another interesting feature is the BA spawns. I really like the concept though I am a bit worried they might break game-play a bit. As it currently stands those BA spawns are way easy to use for massed BA swarms and there is no way to take it out. Placing a few BA-killers on guard seem to curb the willingness to spawn as BA but it doesn't really help mitigate the advantage in (team)points a single BA swarm manage to get before BA killers are properly positioned. I am willing to consider this more a problem with the current game mechanics then with the map though but I know that not everyone share my view on the matter concerning a killed BA needing to have a bit more impact on team score, so I brought that point up.

Love the ramp-building and had some really fun fights in there that really put your manoeuvring skills to the test. Complete suicide to use it when BAs keep swarming from the nearby BA-spawn though. It should be suicide of course to be in a hard to manoeuvre space against BA, but it might end up so that the building never see use by mechs. Would be sad. Perhaps there are more such buildings around the map in locations that are not BA-infested? Most our fighting was round the mid section after all...

I like how the streets in general are wide (there are exceptions and I like that. It seems like a good balance between the two). It makes it very interesting as a BA in how you try to avoid falling down to the ground level since those wide open streets are perfect BA killing grounds.

At least on my rig I experience no performance trouble even with the new content (Night time is waaaaay pretty) which is impressive.
There was no big air presence when I played, so I can not comment much on that. More gaming will tell.

In some angles I've noticed something that looks like Z-fighting (textures flickering, possibly two layers where the engine fail to judge properly which one is "in front" of the other). Not sure you can (or if its feasible) do much about that, but if you can I shall try to remember to take screens of it to pinpoint locations. I didn't experience it in this older version so I'm thinking the added content is at "fault" (Not really wanting to call all that pretty stuff a fault...). Could also be the added height differences since I seem to recall I only noticed it when I was looking down at the street level from above.

Also happy to note that the buildings with overhang where a mech could walk straight through seem to be gone/modified. Now all I've managed to notice are some mechs walking partially into normal buildings, but I doubt you can do much about that. None of those instance I encountered where game breaking and the stop-problem for the offending mech was always much worse then any difficulties I got targeting them.

Also happy to note I have not found any draw-distance bugs (ala Mirage) even from combat at different heights. That is nice.

All in all, very impressed with the map. Let us know if you have any particular worries you want us to keep our eyes open for!

/Merf - Keep up the great work!

Offline Come and See

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Re: SA_Urban_Jungle
« Reply #272 on: September 06, 2010, 08:23:17 PM »
I had the chance to spend about fifteen minutes flying around the map with Aerospace.

I would have to say it is by far one of the most challenging and fun maps to maneuver on as there are enormous amount of obstacles in your way, but it makes me question the actual point of having Aerospace on the map. The streets are narrow and it's very easy for mech's to hide around objects. It's also rather easy to run into a building or clip your wing on a pole if you're absolutely not on your toes.

It's a fun map to fly through, but the actual need for aerospace isn't there for the map.

Offline MasterOhh

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Re: SA_Urban_Jungle
« Reply #273 on: September 06, 2010, 08:34:07 PM »
Hehe, you are right. Flying circles at 1100m and spamming LRMs with a Shiva B is not that effective on Urban_Jungle ;)
But you may have noticed that there are other aero configs that allow you to dive bomb or going in low for a run with ACs or Dual HG ......

Offline Come and See

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Re: SA_Urban_Jungle
« Reply #274 on: September 06, 2010, 08:45:29 PM »
Hehe, you are right. Flying circles at 1100m and spamming LRMs with a Shiva B is not that effective on Urban_Jungle ;)
But you may have noticed that there are other aero configs that allow you to dive bomb or going in low for a run with ACs or Dual HG ......

You can still use the Shiva B on the map, just there's no real need for it since the AA threat is rather low on the map. It's the perfect map for the Dual Hgauss because of quick hit and runs.

There's just too many obstacles to run into and the narrow streets really limit what you can do on that map compared to the big open maps.

I for one don't like crashing and losing rank & score.

Offline =KoS=toasterpastries

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Re: SA_Urban_Jungle
« Reply #275 on: September 06, 2010, 09:38:18 PM »
I beg to differ, air power can be plenty useful here:
http://www.youtube.com/watch?v=KOrykjVr14Y
(oh man youtube borked the video quality...or WLMM, I'll have to fix that)

It's just not going to be a stroll in the park like the other maps. I think that the risk of crashing into buildings pads the ground forces difficulty in shooting aero down. It should be risky, that doesn't mean they don't have a place.

comeandsee I've seen you fly enough (most obnoxious aero jock in MWLL) and what we have right now is too easy for you.
Step up and dominate the jungle! Or u scurred?


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Offline 7.[WD]Poldi

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Re: SA_Urban_Jungle
« Reply #276 on: September 06, 2010, 11:17:01 PM »
I really like all the new items on the map like bushes, commercials, streetlights and so on. Especially beautiful at night! The new upper left aero spawn is chosen well, but the inner city spawns are partly to close together imho. Keep it up!



Offline Taemien

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Re: SA_Urban_Jungle
« Reply #277 on: September 07, 2010, 12:53:15 AM »
I think if I could just tweak my controls a bit better in aero, I could do some inane stuff to people there. Yeah its tricky for ASF to hit mechs there, but its also tricky for them too. The buildings block sensor contacts and I have to rely on sound to determine distance and direction of the incoming ASF threat.

Its a challenge for both sides. I enjoy it in both roles. I would enjoy the ASF role more if I could get my controls right.

Offline HAARP

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Re: SA_Urban_Jungle
« Reply #278 on: September 07, 2010, 07:30:58 AM »
You know what would be awesome? Street lights! They would look cool at night and if they were destructible movement wouldn't be affected either! :D Plus you could create your own blacked-out parts of the city for traps or whatever
In other news, I still think that Aeros don't fit on this map. VTOLs are cool though. Maybe put some VTOL pads on top of skyscrapers as "Helipads"?

Offline MasterOhh

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Re: SA_Urban_Jungle
« Reply #279 on: September 07, 2010, 01:09:25 PM »
A game mode like advance and secure from the BF2 mod Project Reality would be awesome on this map. Its like Terrain Control (Conquest) but with a predefined order of controlpoints you have to conquer. Once a point is secured you can advance to the next. So you can practicly force both teams to fight in every part of the map.

Offline Ingrater

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Re: SA_Urban_Jungle
« Reply #280 on: September 07, 2010, 01:35:45 PM »
We actually had a gamemode like that, it was called Trial of Anihilation. It turned out that in internal playtesting no one liked that type of gameplay.
There comes a point where the talking must stop, and people have to do actual work.

Offline Come and See

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Re: SA_Urban_Jungle
« Reply #281 on: September 07, 2010, 04:28:22 PM »
comeandsee I've seen you fly enough (most obnoxious aero jock in MWLL) and what we have right now is too easy for you.
Step up and dominate the jungle! Or u scurred?

Oh, I've dominated the jungle. I'll be compiling a video shortly. :P

Offline Taemien

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Re: SA_Urban_Jungle
« Reply #282 on: September 07, 2010, 07:01:36 PM »
Comeandsee is always a delight to shoot at. He's not very easy to take down, but god forbid if you ignore, so its a bit gratifying to chase him off or even bring him down.

Offline dCK-Warheart

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Re: SA_Urban_Jungle
« Reply #283 on: September 08, 2010, 02:22:57 PM »
I played the map with my mate Apriori just now and I have to say that I was amazed by the size and all the great buildings and modeling. However I find the size to be quite overemphasized. I felt like walking trough the streets in a 2m combat suit rather then a real 15-25m tall Battlemech, it felt more like playing Armored Core due to the epic proportions of the levels elements. I don't know if anyone aside me felt that way, but it didn't really feel like MW. I would suppose it'd be not a bad idea to shrink the map by 40-50% but I assume that this would be very laborious.

Furthermore I would implement some more textures and details to the map. But all in all I can see some pretty intense battles going on in this terrain, I love the strategic variance it'll bring. I think most other things were already said in the thread. Yep, looking forward to the finished map. ;)
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Offline Aidan

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Re: SA_Urban_Jungle
« Reply #284 on: September 08, 2010, 06:06:57 PM »
I saw it up on !MWLL Beta 24/7 with Test of Strength mode, and on RUS MWLL #2 | test server
The server with ToS mode had 0 cbills, so was no way for me to test anything other than BA there.
RUS server had SA mode so gonna take a look at it there.

I have been re-loading the SA_Urban_Jungle map on my server on a daily basis and also the initial C-Bill allotment in ToS mode is 10,000,000 C-Bills. Sorry for the lateness of this post as I have been classified as a pariah by the MWLL powers at be.

Those joining this server should have plenty of C-Bills to play around with now.

All are welcome in testing this new MWLL compatible community created level.


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