#1
Posted April 01 2013 - 10:34 AM
We need more maps.
The more the better!
I'd love to see at least 4 new maps in the next major update.
May I suggest more climate variety_
So far we got towns, a desert and Origin is sort of futuristic, infected by this plauge mentioned in the comics (Don't remember the proper name of it now, I'm sorry).
I would love to see some icy worlds, snow, ice, maybe even add a wather condition, such a randomly featuerd blizzard, that would limit visibility and add some radar interfierence... :-)
Maybe some forest area as well.
This could also expand into maps that have certain conditions.
You could make a moon-like map! We could see a black sky with stars, reduce gravity on that map, so when You jump or fly, the heights are ridiculous - yet another dimension added to the game!.
Another suggestion - make maps with a night time.
You could add lights to the mechs, maybe even upgrades to the strenght and / or lights number.
Darkness would also be a factor that would make a match more challenging.
If any of you pilots have some ideas about new maps, please share them with us :-)
WarProtocol.
P.S.
I apologize, if there has been a post about new maps in the past.
I couldn't see such a post, hence this one.
PL-1683:Obliteratus - Rocketeer
L2: Spark - Scout
L2: Thunder Wasp - Reaper
"War, war never changes..." Touche!! :D
#2
Posted April 01 2013 - 10:44 AM
Get your hard on.
#3
Posted April 01 2013 - 11:15 AM
#4
Posted April 01 2013 - 12:19 PM
A forest map sounds iffy. Either we need to be tearing through trees like lamp posts or they need to be huge. Lots of small trees would make movement annoying, a few big trees would be really bizarre though it could work (alien trees I guess).
Low-grav map on the moon_ Interesting. It wouldn't be as bad as the blizzard, but it would result in a very different metagame than in other maps because it would affect mech movement so much in an extremely movement-based game.
Fighting at night might be fun, but there's a big question of "how dark is too dark_" You can't actually make it dark enough that people struggle to see each other unless you add lights to all of the mechs.
#5
Posted April 01 2013 - 12:25 PM
Hawken has the best maps for fps that I ever seen, and I want them to keep this level of quality
#6
Posted April 01 2013 - 01:03 PM
WarProtocol, on April 01 2013 - 10:34 AM, said:
The next patch will include the textured Valkyrie (with a new name).
There is actually "leaked" info about a forest and a moon map. Dynamic weather is more suitable for a simulator.
[HWK]TJ, on March 30 2013 - 01:57 AM, said:
#7
Posted April 01 2013 - 06:57 PM
My Youtube With Hawken Videos Hawken Fan-fiction
#8
Posted April 02 2013 - 12:40 AM
#9
Posted April 02 2013 - 07:00 AM
#10
Posted April 02 2013 - 07:55 AM
Night combat should have flood lights that can be turned on and off.
Also, inclement weather coming in at inopportune moments_ I love it, especially the blizzards. I always found that snowy places in real life are incredibly intriguing for me.
#11
Posted April 05 2013 - 07:15 AM
Yeah! I know, right_
You are the first person who gave a positive feedback on this.
Randomly appearing wather conditions, that would slightly limit vision and provide some minor interfierence to the radar would be a great variety, a sort of more difficult map for both teams or deathmatch players.
Why people are afraid of it_ Surely experienced pilots would enjoy this obstacle, it would only add to the game.
PL-1683:Obliteratus - Rocketeer
L2: Spark - Scout
L2: Thunder Wasp - Reaper
"War, war never changes..." Touche!! :D
#12
Posted April 05 2013 - 03:15 PM
There has to be more work done in the mapping department without causing a BSP hole to form...
For those who don't know, BSP holes are effectively bottomless pitfalls that form when too many events (like sounds, door triggers, etc.) are in close proximity and/or numerous in the map. But that's why we're beta testing, plus I'm unsure as to whether Epic addressed this issue in the two updates of its engine. Having spent a fair amount of time around coders and mappers from the original Unreal's community, I've picked up on the jargon they threw about.
#13
Posted April 25 2013 - 07:55 PM
#14
Posted April 28 2013 - 01:54 PM
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