New Skins For Old Maps?


Anti_Proton

 

Posted

Maps have always been one of the biggest complaints throughout the forums, and for an obvious reason... They all look the same! I'd like to humbly suggest a few alternatives to the current mission map designs:

1.
a) Nemesis Steampunk-skinned maps for other tech-based maps. The Prussian Prince of Automatons never struck me as being all that into the same Technology as Crey and the Sky Raiders are into. Give us some more clunky-looking bases (lots of spare parts laying around), with a brass coloration to it, and preferably a very 'bolted' look to everything.

b) Sky Raiders 'Dread Tech' maps. I use the term 'Dread Tech' to describe the 'dark side of techno'... half-dismantled robots lingering around, most things in a state of disrepair, and everything looking slightly dilapidated. As much as the Sky Raiders seem to act like a military organization, I think these maps would better suit them.

c) Vahzilok Mortuary-skinned maps for the early-on Vahz missions. Dr. Vahzilok would eventually have his henchmen caught in the act, so why not have something similar to Malaise's mission, but with lots of 'mysterious red fluids' splattered on the floors and walls? Perhaps abominations and cadavers laying around, even minions cut in half and sorta crawling/wailing their upper torsos about? That... Might be a bit much.

2. Map Redesigns
a) More realistic office maps. I don't know who designed these buildings, but had I been the proprietor, I would've slapped the architect with the heaviest objects I could find. Every last office looks like it was designed to fit several semi-trucks running through it, and while I can understand that it's meant for large teams, a massive lobby filled with absolutely NOTHING just looks silly... And unproductive.

b) More open maps. Give some open missions a THEME! I absolutely loved the destroyed version of Atlas Park and the occasional bought in Cap Au Diable during the Rikti arc, but I'd like to see a few more... Give Devouring Earth some time in the sun with some special 'devouring foliage' with lots of vines and a menacing look about them. Give the Hydra an erroding forest, considering they spit acid everywhere they go. There's a lot of room for expansion.

c) Make maps fit the mission. I realize that we work with a massive stockpile of maps that are generated for the missions, but I think that sometimes we just need maps that fit the situation; if you're supposed to be defending a museum, it makes sense to go to a building with things to defend, rather than peoples' charts, so we can all see how much better Karen is doing than Jeff in sales.

That's about all I've got, but this is still (obviously) open for suggestion, and disagreement. Had I had any artistic talent, I'd offer to draw up some skins, myself.



 

Posted

i agree, Op,while i have been surprised by some different maps lately, id love to see more variety.
how about an old BoB Kane,Dick Sprague(sp) museum map with a conservatory and giant typewritter?


 

Posted

I like it.

More skins available for already existing maps would be awesome.

I cite Lou's Garage as an example. It is much the same as a lot of the warehouse maps, but the different stuff in it makes it feel different. The map at the end of the Freaklympics arc is another one. It has all kinds of stuff laying around and looks like a different location, but it's still a warehouse map when you strip it all away.

More map skins would go a long way toward making the missions feel like they have more variety. Even if it's the exact same layout, if it feels different it's not quite so repetetive feeling.


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Posted

Quote:
Originally Posted by Sigium View Post
Maps have always been one of the biggest complaints throughout the forums, and for an obvious reason... They all look the same! I'd like to humbly suggest a few alternatives to the current mission map designs:

1.
a) Nemesis Steampunk-skinned maps for other tech-based maps. The Prussian Prince of Automatons never struck me as being all that into the same Technology as Crey and the Sky Raiders are into. Give us some more clunky-looking bases (lots of spare parts laying around), with a brass coloration to it, and preferably a very 'bolted' look to everything.
Recently I ran a solo mission involving Nemesis agents (was it issued by Mercedes in the Midnighter's Club? I can't recall). I entered one room where I found the Nemesis soldiers, then realized the skin was different than I'd seen before. It was kind of a brown (dark rust?) light-steampunk look. I remember saying "cool!". I should have taken a screenshot.


 

Posted

Quote:
Originally Posted by Rodoan View Post
Recently I ran a solo mission involving Nemesis agents (was it issued by Mercedes in the Midnighter's Club? I can't recall). I entered one room where I found the Nemesis soldiers, then realized the skin was different than I'd seen before. It was kind of a brown (dark rust?) light-steampunk look. I remember saying "cool!". I should have taken a screenshot.
I'll have to check that out for myself. It sounds plausible, but I'm not going to hold my breath over it.



 

Posted

I am hoping that they redo all the instanced maps since that's where we spend most of our time.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

/Signed
And simply get rid of the likes of the 'mine-shaft' tunnel/cave maps. Tight spaces are NOT fun, except in some cases solo.

And please tweak Oranbega so the paths are not so obnoxious to find.


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
/Signed
And simply get rid of the likes of the 'mine-shaft' tunnel/cave maps. Tight spaces are NOT fun, except in some cases solo.

And please tweak Oranbega so the paths are not so obnoxious to find.
While I'm not the biggest fan of Caves maps, I have to disagree. Yes, they're a pain, but they're one of the few realistic maps of the game... The few of those that don't make it feel like it was designed for a truck to drive through it and haul with it half the population of Kentucky on it's bumper.

There's a lot of different things that need retexturing, but indoor instances are what need them most.



 

Posted

I would like to give a way belated /signing on this, especially with Praetoria being slatted for EACH OF IT'S INSTANCED MISSION MAPS TO BE UNIQUE AND SPECIFIC TO THAT MISSION.
I remember one of the Devs commenting that older content will be revamped, so I hope that new map tile styles, texturing, and updated story will be used.


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Posted

I agree with everything here. Especially Steampunky maps.

Looking at the architecture from an actual "Architect" (not the mission architect) standpoint though, there's a lot of faux pas going on outside as well as inside. Buildings with no windows on one side? Large buildings over a tunnel that's directly below them? Augh! IMO, they should've gotten some advice from a professional architect on things when they originally designed Paragon City. (It twigs me every once in a while.)

Labyrinth office spaces make zero sense from any standpoint. Game wise, maybe. But these zig zaggy round about ways to get to an elevator that goes up one single floor? Shoot the dude that thought that idea up.

Most office buildings are somewhat symmetrical instead of these wild mazes with a lot of dead space in them. It'd make more sense if you had to find an objective on each floor, or have to search each floor for the objective, which is randomly placed... be it rescue/kidnap, disarming/planting bombs, or the end boss.

___________ ___________ ___________

Some other ideas rattling in my noggin:

Maybe add actual apartment buildings, where you have to search for the right apartment?

Come up to a bad guy holding a gun to the hostage's head, while the mob is using them as a shield? Not that the game physics would support a body shield, but it'd be cool to come across. "Move and I'll shoot her!" *zap*

Some one shot newspaper/radio missions that are similar to the one room warehouse, where your stop the robbery that's taking place or rob the place blind. Of course, the XP for that would be a lot lower, but still.

Actual lobbies for these businesses. Where's the guard and/or receptionist at the door?

Villain Side, there are a few buildings that are like a TARDIS... Wayyy bigger on the inside. I know that the random generated locations for missions precludes customizing things as is, but at least make those doors off limits or something. That's just weird man.

About the only maps that make sense are the caves, even though I hate them. Especially that last huge cavern where you have to arrest/slaughter every single thing in there to finish the mission. Muy annoyink.

Oh, I still get bank missions that have the door being in the side of a mountain sometimes. That's insanely funny. LOL


 

Posted

Quote:
Originally Posted by Sigium View Post
While I'm not the biggest fan of Caves maps, I have to disagree. Yes, they're a pain, but they're one of the few realistic maps of the game... The few of those that don't make it feel like it was designed for a truck to drive through it and haul with it half the population of Kentucky on it's bumper.

There's a lot of different things that need retexturing, but indoor instances are what need them most.
I completely agree. I love the old cave maps exactly because they actually feel like caves, rather than some cavernous excavation like I'm following in the wake of one of those worms from Dune. The game needs variety, and tight, narrow corridors are part of that variety. Let's not water down the whole game for the sake of minor convenience.


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Dolphin View Post
Looking at the architecture from an actual "Architect" (not the mission architect) standpoint though, there's a lot of faux pas going on outside as well as inside. Buildings with no windows on one side? Large buildings over a tunnel that's directly below them? Augh! IMO, they should've gotten some advice from a professional architect on things when they originally designed Paragon City. (It twigs me every once in a while.)
Yeah, I spotted the building over a tunnel recently. Not only is is silly to put a giant tower block over a tunnel, but because of how high the tunnel was, it didn't look like the building had ANY foundation. Seriously, who builds large buildings directly on the ground? Does that even work?

Quote:
Labyrinth office spaces make zero sense from any standpoint. Game wise, maybe. But these zig zaggy round about ways to get to an elevator that goes up one single floor? Shoot the dude that thought that idea up.
I believe the office buildings are supposed to represent only a small section of the actual building. Rather than being one long hallway from lift to lift, they are an actual large building, it's just that most of the doors are actually closed and locked and we only get to travel along the ridiculously spacious corridors. I assume if the doors are opened, the buildings would actually resemble real architecture. And while giant lobbies, column support elevated offices, elevated walkways and scenic open spaces might be unrealistic, they do add a sense of flair to an office that it might otherwise not have. Frankly, it'd be boring if all there was was cubicle farm after cubicle farm.

As far as real architecture goes, though, no game can ever compare to Oni and its level designs. Buildings in Oni actually looked like real buildings designed by real people, with interior an exterior space existing at at the same time and with interior space matching up to exterior space exactly. TCTF Headquarters and the Government Records Building are probably the coolest-looking levels I've seen in ANY game to date, and that's saying something.

As for new instances, I agree very much that we need new tilesets added. A Nemesis base, a museum, a school, an airport, an apartment building and a mansion are the easiest picks, and I'd like to see them both added to new content and retrofitted into old content. We save museums several times. Might as well have a tileset for it.


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Originally Posted by Arcanaville View Post
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