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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
TechMechMeds
Swamp Marines
93
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Posted - 2013.07.26 02:04:00 -
[1] - Quote
Can we have some built up urban maps and maybe so gates on installations and doors! Where are the doors |
Malkai Inos
Opus Arcana Covert Intervention
864
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Posted - 2013.07.26 02:10:00 -
[2] - Quote
Impossible
CCPs doors never open.
Urban maps would be cool though. |
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CCP Android
C C P C C P Alliance
64
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Posted - 2013.07.26 04:54:00 -
[3] - Quote
I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :) |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
808
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Posted - 2013.07.26 05:13:00 -
[4] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :) Vertical and more means to get from point A to point B. Currently with the sockets if we want to get from one place to another we have to travel through a long stretch of flat land which can be hazardous especially with all the vehicles. With an urban map you could still have wide streets for vehicles but also buildings that we can run through or on top of parallel to the streets and other passages like perhaps subway systems or over-street railways that will get you from one base to another. It will give you the option of whether you want to take a mid/long range engagement approach or a close quarter approach while moving about.
At least that's why I'd want it, but surely you can do all of this with natural landmarks too if you are really set against urban environments. Give us more unique landmarks, high grounds, canyon passes, caves (with an entrance and exit). Currently the in between areas are really boring.
http://www.jessleephotos.com/monument-valley-photo-5611.jpg http://www.anefian.com/anefian_yahoo_com/2004_11_03_53_Double_O_Arch_Devil_s_Garden_Trail_Arches_NP.jpg http://www.christopherarndtimages.com/wp-content/uploads/et_temp/104-Grand-Canyon-Valley-Trail-FB-252030_260x315.jpg |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
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Posted - 2013.07.26 05:24:00 -
[5] - Quote
While I support the general premise of urban maps (would make a whole lot of sense on some planets) I don't think it should be a CCP Priority.
Imo, more game modes should take precedent over more maps. Especially game modes like PVE content.
I also pose the question to the OP, would you prefer more game modes or more map types? It's an honest opinion |
Flint Beastgood III
GunFall Mobilization Covert Intervention
24
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Posted - 2013.07.26 06:12:00 -
[6] - Quote
Yeah, more CQC battles in streets and alleyways, with plenty of buildings to engage in and on. I can only think of two indoor areas in the whole game right now. I wanna see lots more cover on a map, with no wide open plains.
EDIT: Also game modes>maps. |
The World isMine
Defective by Design
11
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Posted - 2013.07.26 06:25:00 -
[7] - Quote
Functioning gates, with a button on the inside. Not a hack button just a simple button to open and a hack to close, making tanks and infantry work together. If we had more large sockets like communication and bio mass then I think people would be happy. the cannon socket is quite big but the problem is that the action happen on a platform making vehicles unimportant.
if there is a point to secure on the board there should be two ways to get to it. The infantry efficient way and the vehicle efficient way. No one vehicle should be able to take a point by them selves nor should any path from one letter to another be perfectly safe from the fire of a turret. Scouts should be given a way to free run to an objective making them more usable. assault suits should not be able to make the jumps scouts suits can make. |
Ansiiis The Trustworthy
WE ARE LEGENDS
183
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Posted - 2013.07.26 06:31:00 -
[8] - Quote
I would kill for an urban map. Like literally - give me a name.
EDIT. I will cry the whole time but still, a deal is a deal. |
Emerald Bellerophon
Nenikekamen
29
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Posted - 2013.07.26 06:50:00 -
[9] - Quote
Once upon a time, CCP, your game had an exciting intro movie, and in its climactic finale, it showed orbital strikes hitting an urban area.
Pretty cool, right?
Except the mercs standing on the top of a mountain overlooking this city won't actually be entering the city to fight in this epic struggle because the devs seem unsure that it would give them anything that they don't already get.
Fighting in an urban area just might give me a feeling like I'm participating in titanic struggles to determine the fate of vast and populated regions within the expansive EVE universe, which I certainty don't get from interminable skirmishes in the middle of ******* nowhere.
Or... at least put a couple larger nodes closer together... |
RedRebelCork
Ahrendee Mercenaries EoN.
208
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Posted - 2013.07.26 07:36:00 -
[10] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :)
Ability for infantry to partake in Ambush without worrying about a proto blaster HAV dominating the battle.
Room for niche classes to flex their muscles (nove knife/shotty scouts etc)
A test bed for performance and map scaling when space battles do occur.
Better performance with lower draw limits and rendering requirements compared to the larger maps. |
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Sarducar Kahn
xCosmic Voidx The Superpowers
21
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Posted - 2013.07.26 07:50:00 -
[11] - Quote
Titan interiors > urban maps And could have the same functionality. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
844
|
Posted - 2013.07.26 09:03:00 -
[12] - Quote
I just want some brutal CQC combat zones with lots of verticality, ambush points, flanking zones and difficult to negotiate corners and terrain for both infantry and vehicles.... essentially a place where MTAC (god knows how many years away they are) can roll and not be totally trolled by....everything. |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
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Posted - 2013.07.26 09:15:00 -
[13] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :)
It all has to do with the arrangement of cover. Currently, a lot of the maps seem to be based on large areas of plains and a central complex where all the cover is. And it gets homogeneous sometimes.
Functionally, an urban map could reverse this.
Example: Think of a domination game mode of an urban area centered around a central park with no trees and with rivers. In the center of the park is the capture point, surrounded by a "no man's land". Those advancing towards the capture point hide in the river depressions in the park, but are still perfectly vulnerable to high LOS buildings. Functionally, this means that instead of the domination of the capture point mainly to capture that area, the most important places on the map would be the high ground surrounding the no man's land.
Now, let's say, that there are X number of "hot spot" multi-story buildings that provide great LOS to the capture point and other hot spots. This means that smart squads would move to those spots and fight over them. Some would specialize in shotguns to clear out these hot spots, other to prox mine the entrances to try and keep those shotgunners out, and even other to take advantage of the great LOS to kill people in the opposing hot spot and capture point. And, even more, people on the ground countering those people by trying to kill them from clever ground locations. The hot spots could also serve as their own capture points in skirmish, and the "no man's land" as the only good place to land a vehicle (albeit exposed).
Another Example: The centerpiece of another map being a large warehouse with open loading doors on 2 sides and an upper catwalk. In the center of the lower warehouse lies the capture point. The "hot spots" would be the ideal places to spawn to get into the warehouse quickly (small, windowless buildings with their own capture points in skirmish). The houses would be on the 2 sides of the building without loading doors. Vehicles could shoot at people attempting to capture the point through the enormous loading doors.
Conclusion: In both these cases the redistribution of cover and the exposed nature of the capture points is opposite to the way many maps work currently, and this reversal makes these maps functionally opposite with the emphasis being on taking high ground around the capture points instead of taking the capture points themselves. This mixture of vertical fighting and CQC makes for extremely interesting gameplay that would be a welcome break from the current Dust map-making philosophy |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
613
|
Posted - 2013.07.26 09:27:00 -
[14] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :) You ever fight inside the pyramid? no lame ass snipers to pretend they are useful. put a few objectives in here. multi level combat is fun as hell. lavs get pasted in here too. |
Jathniel
G I A N T EoN.
704
|
Posted - 2013.07.26 09:37:00 -
[15] - Quote
I'm tired of these muddafukkin doors that never open in this muddafukkin game! |
Jathniel
G I A N T EoN.
704
|
Posted - 2013.07.26 09:38:00 -
[16] - Quote
Malkai Inos wrote:Impossible CCPs doors never open. Urban maps would be cool though. I'm tired of these muddafukkin doors that never open in this muddafukkin game! |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
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Posted - 2013.07.26 09:40:00 -
[17] - Quote
In keeping with the OP's comment about gates, another urban map could be a central walled complex with a market in a depression (think megaton from fallout) in the middle of this complex surrounded by a desert. A gate would be placed very close to the market and a large, wide road lined with un-enterable buildings (the purpose of all of this to give the tank a perfect LOS into the market and the ground-level buildings around it) leading to the market.
To other sides of the market there would be multi-story buildings, one of which has the gate control at the top. The top of this building being extremely exposed.
The general idea behind this map is to entice players to drive a tank into this road and massacre everyone defending the central point. Given one central gate, the tank from each team will have to duke it out outside the complex to decide the winner. The losing team of this tank-brawl, seeing that their HAV lost, will scurry to close the gate and prevent the tank from entering or locking it into CQC with the enemy team. The exposed gate control at the top of the building also entices dropship pilots to drop pilots directly onto this point, or massacre anyone capturing/defending this point.
Note: Each of these situations has something obvious to fight over. The central park is a perfect makeshift Airport for an invading force, the warehouse a supply station, and the "depression" in the complex being the only water for hundreds of miles. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5483
|
Posted - 2013.07.26 12:40:00 -
[18] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps. Primarily large city sockets without too much free ground. Larger buildings that you can actually go into in some cases (think large rooms on ground floor or something with stairs leading higher up to balconies and such). Tight alleyways in some areas, overpasses, sections of highway running throughout
I don't know...city fighting lol >_< |
J Lav
Opus Arcana Covert Intervention
155
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Posted - 2013.07.26 13:08:00 -
[19] - Quote
The biggest benefit I see in an urban map is immersion. The player experience would become distinct on that map. Currently I see the different maps as the same map/place, just in a different order. There really is only 2 different places to play, and it's too easy for one side or the other to determine the place of battle.
Futuristic novels and movies always have these epic populated areas of dense urban environments. This is missing.
I'd like it if we could get a tight, multilevel map that showed distinct architecture from each of the cultures. So 3 maps, with distinctly Caldari, Minmatar and Gallente rooms and buildings. They don't need to be as large 2 dimensionally as the present maps, because they should have verticality and rooms and hallways, with roadways that aren't limited to the ground. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
846
|
Posted - 2013.07.26 13:14:00 -
[20] - Quote
Gorgoth24Reborn wrote:CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :) It all has to do with the arrangement of cover. Currently, a lot of the maps seem to be based on large areas of plains and a central complex where all the cover is. And it gets homogeneous sometimes. Functionally, an urban map could reverse this. Example: Think of a domination game mode of an urban area centered around a central exposed area; say a park with no trees and with rivers. In the center of the park is the capture point surrounded by a "no man's land". Those advancing towards the capture point hide from each other in the river depressions in the park, but are still perfectly vulnerable to high LOS buildings. This means that instead of a capture point functioning as the centerpiece of combat, it functions as the bait for a massacre. This pushes the importance to the high ground surrounding the no man's land. Now, let's say, that there are very few "hot spot" multi-story buildings whose main advantage is undisputed LOS to this center arena and the other hot spots. This means that smart squads would move to those spots and fight over them. Some would specialize in shotguns to clear out these hot spots, other to prox mine the entrances to try and keep those shotgunners out, and even other to take advantage of the great LOS to kill people in the opposing hot spot and capture point. But these points will always be vulnerable due to their being surrounded in close quarters by other buildings. Conclusion: In this case the redistribution of cover and the exposed nature of the capture point is opposite to the way many maps work currently, and this reversal makes these maps functionally opposite with the emphasis being on taking high ground around the capture points instead of taking the capture points themselves. Buildings provide an overhead cover that make these clearly overpowered high-ground buildings possible and, at the same time, walls funneling people into doors and windows encourage more CQC, clever use of explosives, and multi-level combat. This tradeoff between the close quarters required to capture these "hot spots" and the long range effectiveness to take advantage of them makes for extremely creative gameplay, encourages group play, and would be a welcome break from the current Dust map-making philosophy Note: The hot spots could also serve as their own capture points in skirmish, and the exposed nature of the "no man's land" favors dropships to tanks (for once). THIS one hundred per cent. |
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Canari Elphus
Pro Hic Immortalis League of Infamy
241
|
Posted - 2013.07.26 13:35:00 -
[21] - Quote
Want to see what it could look like? Go to game store, pay 2-3 bucks for an old copy of MAG and then play on SVERs intradiction map.
Multi tiered roadways Multi level buildings Choke points for vehicles
More interiors like biomass' B (5 point setup) would be great. |
LongLostLust
Dead Six Initiative Lokun Listamenn
95
|
Posted - 2013.07.26 15:31:00 -
[22] - Quote
Ansiiis The Trustworthy wrote:I would kill for an urban map. Like literally - give me a name.
EDIT. I will cry the whole time but still, a deal is a deal. Iron wolf saber. We have a deal |
IgniteableAura
Pro Hic Immortalis League of Infamy
79
|
Posted - 2013.07.26 16:26:00 -
[23] - Quote
I think you guys could take a lot away from brink, especially in this map http://www.youtube.com/watch?v=QFqFu3FuPGw
They dont really showcase much of the "light" frame. But they move really quickly and can bypass areas that other size classes can't. The commentator is a little zealous, but you get the idea. |
Texs Red
SVER True Blood
50
|
Posted - 2013.07.26 16:26:00 -
[24] - Quote
Gorgoth24Reborn wrote:In keeping with the OP's comment about gates, another urban map could be a central walled complex with a market in a depression (think megaton from fallout) in the middle of this complex surrounded by a desert. A gate would be placed very close to the market and a large, wide road lined with un-enterable buildings (the purpose of all of this to give the tank a perfect LOS into the market and the ground-level buildings around it) leading to the market.
To other sides of the market there would be multi-story buildings, one of which has the gate control at the top. The top of this building being extremely exposed.
The general idea behind this map is to entice players to drive a tank into this road and massacre everyone defending the central point. Given one central gate, the tank from each team will have to duke it out outside the complex to decide the winner. The losing team of this tank-brawl, seeing that their HAV lost, will scurry to close the gate and prevent the tank from entering or locking it into CQC with the enemy team. The exposed gate control at the top of the building also entices dropship pilots to drop pilots directly onto this point, or massacre anyone capturing/defending this point.
That sounds great in theory but what would actually happen would be something like this: A) Tank enters city, enemy infantry weave through building interiors to be near the tank without it seeing them. They lay down nanohives then spam AV nades, tank dead. B) Tank makes it to center of city for epic tank dual, tank is wasted by forge gunners on building room tops. Tank is dead. C) Tank gets stuck on glitchy terrain and dies to a light pole.
In my opinion MAVs and LAVs would be the kings of vehicle CQC just from the sheer perspective that they should be able to much better avoid all 3 of those problems. |
Aisha Ctarl
The Generals EoN.
806
|
Posted - 2013.07.26 16:51:00 -
[25] - Quote
CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :)
OMFG AN IT CROWD REFERENCE!!!!!!! |
TechMechMeds
Swamp Marines
95
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Posted - 2013.07.26 17:25:00 -
[26] - Quote
What could be the function? A colony or perhaps a huge terraforming facility. |
BatKing Deltor
Granite Mercenary Division
160
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Posted - 2013.07.26 18:12:00 -
[27] - Quote
The only urban ish area we got is in manus i think, the area with buildings and such. Id like that, but more buildings over a larger area with ally ways and city intersections and plazas. |
SickJ
420Bubble420
81
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Posted - 2013.07.26 20:35:00 -
[28] - Quote
Aero Yassavi wrote:CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :) Vertical and more means to get from point A to point B. Currently with the sockets if we want to get from one place to another we have to travel through a long stretch of flat land which can be hazardous especially with all the vehicles. With an urban map you could still have wide streets for vehicles but also buildings that we can run through or on top of parallel to the streets and other passages like perhaps subway systems or over-street railways that will get you from one base to another. It will give you the option of whether you want to take a mid/long range engagement approach or a close quarter approach while moving about.
So, shotgun scout's paradise? |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
12
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Posted - 2013.07.26 21:12:00 -
[29] - Quote
Texs Red wrote:Gorgoth24Reborn wrote:In keeping with the OP's comment about gates, another urban map could be a central walled complex with a market in a depression (think megaton from fallout) in the middle of this complex surrounded by a desert. A gate would be placed very close to the market and a large, wide road lined with un-enterable buildings (the purpose of all of this to give the tank a perfect LOS into the market and the ground-level buildings around it) leading to the market.
To other sides of the market there would be multi-story buildings, one of which has the gate control at the top. The top of this building being extremely exposed.
The general idea behind this map is to entice players to drive a tank into this road and massacre everyone defending the central point. Given one central gate, the tank from each team will have to duke it out outside the complex to decide the winner. The losing team of this tank-brawl, seeing that their HAV lost, will scurry to close the gate and prevent the tank from entering or locking it into CQC with the enemy team. The exposed gate control at the top of the building also entices dropship pilots to drop pilots directly onto this point, or massacre anyone capturing/defending this point.
That sounds great in theory but what would actually happen would be something like this: A) Tank enters city, enemy infantry weave through building interiors to be near the tank without it seeing them. They lay down nanohives then spam AV nades, tank dead. B) Tank makes it to center of city for epic tank dual, tank is wasted by forge gunners on building room tops. Tank is dead. C) Tank gets stuck on glitchy terrain and dies to a light pole. In my opinion MAVs and LAVs would be the kings of vehicle CQC just from the sheer perspective that they should be able to much better avoid all 3 of those problems.
I lack proper descriptive skills and was trying to make that situation brief. In Response:
A) The "un-enterable" buildings described walling the road into the center market should have alleyways blocked by stalls, etc. so that the tank won't get ambushed from buildings in CQC while entering through this road. However the closer the tank gets to the market the more LOS buildings get to ambush the tank and vice versa. So, if a tank is taking fire, simply backing up the road would make for an easy escape since the further the tank gets back the less LOS the buildings have towards the tank. The road was also described as "short" so that the tank can back up to the wall quickly if under heavy fire and simply escape. It would only be by bringing the wall up that you could make the tank commit to combat long enough to kill it. The point being that the problem you're describing can be avoided with clever use of scenery.
B) Since the only building in the area with a combination of an accessible roof and perfect LOS to the tank when it backs up to recover IS the building you're fighting over to open the gate it would seem to make sense that the people controlling that point wouldn't be shooting at the tank as it enters. Given how much CQC suits would dominate A/V suits in infantry CQC would seem to be a deterrent as well, not to mention all the rooftops in this area being extremely exposed show the obvious advantage of bringing a dropship for cover fire on the rooftops and CRU deployment directly to the important objectives.
C) Can't fix that in level design, unfortunately
I would also like to note that this "epic tank battle" would obviously prefer rail tanks over blaster tanks because of the ranges at which these tanks would standoff, but the rail tank wouldn't take advantage of the market are nearly as well as a blaster tank. Also, the CQC nature of the capture point and gate means that capturing the point would prefer CQC suits whereas taking advantage of the gate mechanic and rooftop LOS would prefer long rang and A/V dropsuits. A squad would best take advantage of the vehicle aspects of this map by combining a rail tank, a blaster tank, and a dropship. However, this leaves only 3 ground troops to capture the gate-point. Conversely, a CQC team with a swarm/forge guy and TAC-AR/Sniper guy w/ 4 CQC troopers would dominate the infantry war but be more vulnerable to dropships and other vehicles.
Tl;dr This is a type of level design that aims at "specialization" (a main design principle of New Eden) by using scenery, traffic flow, and LOS to make areas of the map where one type of dropsuits excels and another fails miserably. Not to say that current Dust level design doesn't do this, just that Urban design elements can cause a different combination of these elements to produce different fighting conditions.
It never hurts to experiment! I know CCP Shanghai is currently backlogged with imbalances and bugs, but level design is one of the few places where I've seen little outrage (in comparison to, say, murder taxis or how OP shield is in comparison to armor). Throwing us a new map type would be more welcome than another flavor of Kill Report and less time-intensive then bringing us another new game mode. Just my two cents, and I'm glad you guys are keeping all our suggestions in mind. |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
12
|
Posted - 2013.07.26 21:15:00 -
[30] - Quote
SickJ wrote:Aero Yassavi wrote:Vertical and more means to get from point A to point B. Currently with the sockets if we want to get from one place to another we have to travel through a long stretch of flat land which can be hazardous especially with all the vehicles. With an urban map you could still have wide streets for vehicles but also buildings that we can run through or on top of parallel to the streets and other passages like perhaps subway systems or over-street railways that will get you from one base to another. It will give you the option of whether you want to take a mid/long range engagement approach or a close quarter approach while moving about.
So, shotgun scout's paradise?
Yes, but don't forget that they can't take advantage of clearing out high LOS buildings and are drastically more vulnerable to the explosives that would be spammed in such a map.
Tbh, the best suit I could think of would be a Commando with a shotgun/(insert mid-to-long range gun here) and an enormous buffer, not a scout suit. |
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