Author Topic: City map - SA_Refinery  (Read 2081 times)

0 Members and 2 Guests are viewing this topic.

Offline Pytak

  • MechWarrior
  • **
  • Posts: 218
  • Karma: 76
  • Weekend Warrior
    • pytak.org
Re: City map - SA_Refinery
« Reply #15 on: June 05, 2010, 08:28:34 PM »
Basically it IS a man site.

1, 3, 4: It is a map from Crysis, I didn't make it from scratch - i just replaced Crysis' base buildings with MWLL's, along with removing some low clearance structures too low for mechs to pass. Other than that, the map was made by Crysis developers and I didn't tweak it in any way - it was meant to be a quick proof of concept of how would a city map work for MWLL. This means rain on this map is a bit glitchy in Crysis too (it's raining inside buildings and some objects not exposed to rain have the "wet" effect on them).

2. That's simply because the map is so tiny. There's probably no way to upscale the map image displayed on MWLL hud.

5. Since it's a Crysis map, objectives there are pretty much pointless in MWLL  ::) You can capture a bunker by walking inside and staying there for a while, and after that your team mates can spawn there (just like an APC) - until the other team captures it. You can also simply ignore them.

Offline Clownmite

  • MechWarrior
  • **
  • Posts: 202
  • Karma: 4
Re: City map - SA_Refinery
« Reply #16 on: June 08, 2010, 04:04:33 AM »
I haven't played the map yet, but it looks pretty cool. Is there anyway you could duplicate the square section of city that it has, and then paste that 3 times to make a much bigger map? Sure it would look same-y, but it could be interesting to see what tactics develop with a bit more room to maneuver.

Offline whitedrake 1FSAC

  • MechWarrior
  • **
  • Posts: 288
  • Karma: 8
Re: City map - SA_Refinery
« Reply #17 on: June 08, 2010, 10:44:12 AM »
son and i tested it out..  seems to be really bad with mechs,,  poptarting being the only viable option..

ba heaven ..   which my son loved..   

mw2 - mwll   Still learning how to play!!

If I kill you, it was prob. luck.

Offline ~SJ~MausGMR

  • Apprentice Dev
  • Star Colonel
  • *
  • Posts: 1302
  • Karma: 68
  • Oh snap...
Re: City map - SA_Refinery
« Reply #18 on: June 08, 2010, 03:09:40 PM »
It looks awesome, and is a real good sample of what a decent city map could be like. However, it needs more routes of travel, and some more open areas which don't limit your movement so much, to be viable for any real team games.

It's a great start mate, and we might end up using it for some 1v1's possibly at some point =)


<Freeborn_Toad> what's a Maus?
<Razorin-Faust> It's what you get when Chuck Norris and Natasha Kerensky have a kid : Maus



[Operation Viper] Planetary Campaign for MWLL - coming to a galaxy near you on May, 12th 2012

Offline Pytak

  • MechWarrior
  • **
  • Posts: 218
  • Karma: 76
  • Weekend Warrior
    • pytak.org
Re: City map - SA_Refinery
« Reply #19 on: June 08, 2010, 03:19:35 PM »
Is there anyway you could duplicate the square section of city that it has, and then paste that 3 times to make a much bigger map? Sure it would look same-y, but it could be interesting to see what tactics develop with a bit more room to maneuver.

This is actually not a bad idea... :>

Offline Romeox

  • Lance Captain
  • ***
  • Posts: 504
  • Karma: 15
  • How did I get here ? =9th=
Re: City map - SA_Refinery
« Reply #20 on: September 20, 2011, 08:50:24 AM »
so, what heppened to the map : /

Cant see any servers which have it in their rotation . . . T_T

Offline ELH_KillThemALL

  • Recruit
  • *
  • Posts: 181
  • Karma: 14
  • Eridani Light Horse
    • Eridani Light Horse




Pubs are boring!© Twinkletoes
Fundrops are fun!
Planetary League will makes me into ecstasy!

Offline Spooky

  • Living Legend
  • *******
  • Posts: 2465
  • Karma: 64
Re: City map - SA_Refinery
« Reply #22 on: September 20, 2011, 12:29:05 PM »

Offline Romeox

  • Lance Captain
  • ***
  • Posts: 504
  • Karma: 15
  • How did I get here ? =9th=
Re: City map - SA_Refinery
« Reply #23 on: September 20, 2011, 04:07:27 PM »

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4519
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: City map - SA_Refinery
« Reply #24 on: September 20, 2011, 04:59:10 PM »
nice, i see you guys made it Mech only.  BA would OP and too hard to dig out.
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Online =KoS= Saber15

  • Alphatester
  • Star Colonel
  • *
  • Posts: 1806
  • Karma: 120
  • RIP AND TEAR
Re: City map - SA_Refinery
« Reply #25 on: September 20, 2011, 05:31:54 PM »

On which servers is this map running ?!
It's hosted on the servers that Finalizer and me sometimes put up. Sebben & Sebben, and I STAPLE TAPEWORMS ON MY PENIS, respectively.

"Concentrate on the moment, each moment is its own reality. It has a particular thisness. You can't predict, but you can explain. Or try. If you are observant, and lucky, you can say, this is why this is happening! It's very interesting!"

Offline =KoS= Finalizer

  • Apprentice Dev
  • Lance Sergeant
  • *
  • Posts: 405
  • Karma: 31
  • ORE WA BATTLEMECH
Re: City map - SA_Refinery
« Reply #26 on: September 20, 2011, 05:44:14 PM »
I've currently made two versions of the map: A Mech only Solaris Arena version to focus on close-quarters combat in tight spaces, and a BA only Team Solaris Arena for all the little BA players to frolic in. Since I've just realized the .cry files for the original Crysis Wars maps are actually included with the game (hurr), I'm currently in the process of taking that original map and redesigning it for the BA-only TSA map (It has some nifty little areas that would be a pain to restore manually, and the process should be a quick fix-up). The SA map, which is based on Pytak's (T)SA version, is basically finished, and I'll release both at once some time in the near future.

TBH, BA really aren't all that OP in the Solaris Arena version from the times I've played on it - it's just that it's far too tempting to run around as BA in a setting perfectly designed for that unit, and I wanted that map to focus on the difficulty of properly manuvering a Mech in such confined spaces. Hence, the split into two different maps.
Finalizer! Has anyone ever told you that your the bomb diggity diggity?  :o