Ever notice how newer maps are so linear?
So non-linear maps, no second person tip intros and no io's and the game would be perfect? You're getting close devs
Frankly, I'd prefer more realistic and/or open maps. Seriously, have you EVER seen an office laid out like most of the "office maps?" And any warehouse set up like most of our warehouses - oy.
Give me an office map with cublcles, offices and meeting rooms. The "path" may not show up on the map - you've got to get around these cubicles. Or give me a good building under construction (think of getting to the roof in "No Mercy" in Left4Dead.) The "map" might be open, or have visible sections for, say, the elevators, some walls and supports - but the map itself isn't quite that straightforward, thanks to pallets of cement, construction equipment and the like.
While I have beef with the maps that have been put in place over the last few years, I wouldn't put my troubles in those terms.
My problem is that everything must be reusable now. Back in the day, the devs worked their ***** off creating maps like the ones used in the Eden, Sewer, and hero respec trials. The result was something completely unique that made those encounters feel "epic". Or at least unique.
Now everything is reused and recycled. The biggest end game encounters are set in chunks of map that we've seen elseware (the warehouse in Lambda was new, but it's not much to write home about and it was also put elseware in the same issue.)
Setting goes along way in setting the tone of an encounter, I wish the devs would realize this and go back to the days of old when designing some of the new trials.
Surely the issues here are those of NPC pathing and placement? There's very few video games I've played that have 'realistic' layouts as such....I'm presuming the design of these areas are to allow groups to interact in them as well as to allow for mob movement.
I'm no expert, nor am I claiming this is the answer, but that's just a speculation.
S.
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While I have beef with the maps that have been put in place over the last few years, I wouldn't put my troubles in those terms.
My problem is that everything must be reusable now. Back in the day, the devs worked their ***** off creating maps like the ones used in the Eden, Sewer, and hero respec trials. The result was something completely unique that made those encounters feel "epic". Or at least unique. Now everything is reused and recycled. The biggest end game encounters are set in chunks of map that we've seen elseware (the warehouse in Lambda was new, but it's not much to write home about and it was also put elseware in the same issue.) Setting goes along way in setting the tone of an encounter, I wish the devs would realize this and go back to the days of old when designing some of the new trials. |
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Frankly, I'd prefer more realistic and/or open maps. Seriously, have you EVER seen an office laid out like most of the "office maps?" And any warehouse set up like most of our warehouses - oy.
Give me an office map with cublcles, offices and meeting rooms. The "path" may not show up on the map - you've got to get around these cubicles. Or give me a good building under construction (think of getting to the roof in "No Mercy" in Left4Dead.) The "map" might be open, or have visible sections for, say, the elevators, some walls and supports - but the map itself isn't quite that straightforward, thanks to pallets of cement, construction equipment and the like. |
However, I wanted to stick to something that's more feasible to tweak, which is the design of map layouts from existing pieces. Take the new Praetorian labs, for instance. Almost every on of their rooms has about four exits, and there are no less than three corridor pieces for intersections. Yet have you noticed how many times an intersection has been meaningful? I can count a grand total of ONE instance, and that led to a dead end anyway.
It is conceivable to have instance layouts where all exits in a room are traversable and all lead to different corridors which possibly converge back together later in the map. I feel that any time we come to an intersection, the decision of whether to go left, right or straight ahead should be meaningful. A player should never be put in a position to look at a cross intersection and see that two paths are blocked off IMMEDIATELY outside the intersection, one is the path he came from and only one other path is left to take. This is not an intersection. This is a curve in the road, if that.
Instance maps don't have to be more realistic or more complicated to be interesting. They just need to feel less linear. A lot of the newer tileset layouts we are given make me feel like I'm playing Final Fantasy XIII and that ain't good.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Frankly, I'd prefer more realistic and/or open maps. Seriously, have you EVER seen an office laid out like most of the "office maps?" And any warehouse set up like most of our warehouses - oy.
Give me an office map with cubicles, offices and meeting rooms. The "path" may not show up on the map - you've got to get around these cubicles. Or give me a good building under construction (think of getting to the roof in "No Mercy" in Left4Dead.) The "map" might be open, or have visible sections for, say, the elevators, some walls and supports - but the map itself isn't quite that straightforward, thanks to pallets of cement, construction equipment and the like. |
From there maps can become amazingly creative in ways to circumvent these things. Like finding the security office and hacking/taking over the security systems to make things easier, busting down barricades with our raw POWAH!, or even just a clever reskin of what's basically an elevator in the form of fire stairs, open windows near drain pipes, open elevator shafts, air ducts, etc. etc.
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For once, I hoped you'd start a thread with a linear paragraph >_>
I couldn't agree more. Let's not also forget that Paragon, the Rogue Isles, and Praetoria are a City of Super Heroes, a City of super Villains, a paranoid police state respectively, it'd be easy to imagine that the office buildings (To say nothing about any of the other places) would have panic rooms, shutters and sturdy doors to lock areas down, people working in them erecting barricades, or even the enemies raiding the building have brought portable shield wall generators or made their own barricades to impede your progress. And then there's the idea of other security measures spawning, such as batteries mini-defense turrets, security cameras (in the form of those laser strobes from mayhem missions), or even just traps laid out by others.
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I can think of so many ways to use some of those. Those "Find exit" missions that are generally pointless? Not so pointless if the layout has changed (via traps/shield generators) behind you.
Or more ways to come up with "Alternate victory" conditions - stealthing something, or being able to control multiple points at once to make it easier/harder...
mmmm.
I actually like the linear maps. Very little annoys me as much as when I'm playing a brute and have to spend a minute walking through branching corridors and loops just to find the next spawn point (the classic caves, particularly, are horrible about this), or I have to backtrack an entire floor to get to more enemies.
Edit: Which isn't to say that I don't think maps should split at all, but generally, I think they should be designed in a way where you're unlikely to go for three minutes without seeing enemies. If I wanted to run through a nearly-empty office building, I can do that at work.
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I'm betting MA had something to do with this as far as having maps with definitive beginnings, middles, and ends.
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I like linear maps.
I couldn't agree more. Let's not also forget that Paragon, the Rogue Isles, and Praetoria are a City of Super Heroes, a City of super Villains, a paranoid police state respectively, it'd be easy to imagine that the office buildings (To say nothing about any of the other places) would have panic rooms, shutters and sturdy doors to lock areas down, people working in them erecting barricades, or even the enemies raiding the building have brought portable shield wall generators or made their own barricades to impede your progress. And then there's the idea of other security measures spawning, such as batteries mini-defense turrets, security cameras (in the form of those laser strobes from mayhem missions), or even just traps laid out by others.
From there maps can become amazingly creative in ways to circumvent these things. Like finding the security office and hacking/taking over the security systems to make things easier, busting down barricades with our raw POWAH!, or even just a clever reskin of what's basically an elevator in the form of fire stairs, open windows near drain pipes, open elevator shafts, air ducts, etc. etc. |
I'm betting MA had something to do with this as far as having maps with definitive beginnings, middles, and ends.
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But if that is indeed a problem, I feel it's still possible to make a path that has a beginning, middle and end, just one that has multiple paths from that beginning to that end, which cross over along the way. In general, I've felt it's a good idea to introduce more layouts with each new Issue even if they don't include new tileset pieces. We should not be in a position to guess the layout of a mission before we enter it, and at this point, I know all the layouts in most of the tilesets by heart, so there can't be too many of them.
We already have the pieces made. Why not string them together in more ways for greater variety?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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... I love this.
I can think of so many ways to use some of those. Those "Find exit" missions that are generally pointless? Not so pointless if the layout has changed (via traps/shield generators) behind you. Or more ways to come up with "Alternate victory" conditions - stealthing something, or being able to control multiple points at once to make it easier/harder... mmmm. |
You make a good point about building codes in a city of heroes, and that's something I never actually stopped to think about. We do indeed appear to have been plopped into a modern-day city with wooden doors and plate glass windows that doesn't take super heroes into account. I actually feel that if the world felt like it took super heroes and super villains a bit more seriously in its construction, it might feel more immersive.
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Nor to really add craziness to it, here's an old suggestion of mine for unique, enemy group related props that could spawn at special 'deco' points in instanced maps:
Okay, so one of the complaints that often come up is the monotony of instanced mission map tiles, and one thing I noticed while playing the new Posi was that there were quite a few recycled mission maps, just with new art doodads that really breathed new life into them with simply a few props.
So what I'm thinking of is that in various locations throughout office, sewer, small caves, big caves, Cimerora caves, and warehouse sets, there'd be pseudo 'spawn points' for special props to appear based on the villain group inhabiting them. For example, the Hellions might have a few crates of vodka bottles next to a smaller one with rags and a tank or two kerosene/gasoline in a random place, maybe one of those glowing magical boxes on a makeshift alter in another, toss in a random goathead symbol, a makeshift desk with guns on it and voila! It now feels like you're in a Hellion hideout and not just another office, cave, warehouse, etc. etc. The possible draw backs would be the need to not only possibly design or go through existing artworks and pick out which would fit which group, but also possibly the need to go through at least two thirds of every maptile in the game and create these miscellaneous points. Then there would be the times when looking like an established base for a villain group would not be appropriate, such as when a group is simply raiding a place, or two gangs battling eachother and programming it to choose one of the other. |
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As someone who has driven a forklift in a warehouse in real life, I occasionally amuse myself imagining the horror of working in a CoX warehouse.
"Yeah, go stick that in C tier on shelf 141 at the OPPOSITE end of the building which is U-shaped so it's even further away after going up and down a few ramps."
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Even the new map on the new hero-side TF. It's very cool (and I wish they would do things like this for content that is likely to be repeated, rather than lower level stuff that largely becomes ignored) it's still just an old map that's altered to have new features.
I mean, when you step into the Eden trial, it feels so much different than anything else in the game. Even if that trial has become somewhat easy and the "epic-ness" has faded somewhat, it FEELS epic, and the devs need to be incorporating that feeling into the new Incarnate trials. I hope, as per Golden Girl's post, they have.
I know several people who used to play, or tried the game for a while. The most frequent complaint from all of them: the maps. They don't all have the same complaints, but each of them had some issue with the maps. Some thought the maps weren't realistic/immersive enough. Others felt that they were just all too similar and once you notice the pattern, you know which way to go all the time when you see a particular map. A few have mentioned the idiotic elevator system. And then, of course, there were a few complaints about the blue cave layer-cake room.
Personally, I don't mind the maps too much. It would be nice if it didn't look like the same interior designer furnished every single office building, but none of these issues is a real deal-breaker for me.
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The Warehouse maps should look similar small Casino maps though made larger. That would be cool. Adding in an office room or 2, stairs to a small room and some catwalks.
Office buildings should be fairly linear, each floor being a similar layout to the others on the map to look like it was built by the same company. The elevators should not be in multiple areas, maybe 1 that accesses floors 1-4 and one that accesses 5-10... but the Boss spawns should be random. The elevators give the pop up asking which floor.
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I know several people who used to play, or tried the game for a while. The most frequent complaint from all of them: the maps. They don't all have the same complaints, but each of them had some issue with the maps. Some thought the maps weren't realistic/immersive enough. Others felt that they were just all too similar and once you notice the pattern, you know which way to go all the time when you see a particular map. A few have mentioned the idiotic elevator system. And then, of course, there were a few complaints about the blue cave layer-cake room.
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We've gotten new bits to old tilesets exactly ONCE - around I8 or something like that, and it was a HUGE improvement. A dozen new corridor pieces, a dozen new rooms, it made things almost new again... For offices and warehouses, anyway. Nothing new for blue labs ever, nothing new for sewers at all, still the same three ship maps...
The single greatest complaint said by easily the most people ever against this game is the instances. Why they're a problem varies from person to person, but they're almost always the problem. They're repetitive, they're nonsensical, they're boring... And how much has been done for them? Not all that much. In fact, the more genuinely new instances we get, the more boring they become. No offence to Praetorian labs, but those are mostly just giant square warehouses with props strewn about.
Instances are hover half of what we spend our time in, if not more, so why do they always receive such rock bottom priority?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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At this moment, I've just quick scanned through the thread, so I may have missed some points...
I do agree w/Sam about the linear (and head-scratching layout) nature of the maps. But then again, what video game doesn't use a linear path, in essence, for indoor/underground areas?
But there is a little spark that the map tech is getting a little better. If anyone has had a chance to go through the new Preatorian Warehouse maps that came w/I20, you'd see. In one of the maps, there is a square office w/a 4 cubicle like set-up and accessible by two doors that swing in. Also in this map is a side break room with a single door access. When the GF & I were running a mission for a newer Prea Character I rolled recently in this map, those changes surprised me and impressed me as well. I would so love seeing little tweaks like this ported over to the older maps and the like.
I'll have to look and see if they've been added into the AE maps. It's not a OMG kind of thing, but, I think, it might be a step in the right direction.
Thank you for the time...
I do agree w/Sam about the linear (and head-scratching layout) nature of the maps. But then again, what video game doesn't use a linear path, in essence, for indoor/underground areas?
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In essence, think of an old Dyna Blast/Bomberman map for what I mean - you have an open field with blocks strewn about so you can only ever move along a grid, but getting from any one point to any other point is rarely a question of a single path, not unless all other paths are blocked off, but those can be blasted open.
I find instance maps where you never have to make a meaningful decision as to which direction to take at an intersection to be quite boring and uninteresting, because they remove even the illusion of choice.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This is something that seems to have been bothering me for a long time, but I've never been able to put into words. But it struck me today - almost all instance maps that we've gotten since Launch have been either linear, or at most following a tree structure. And I don't mean just Praetorian maps or Arachnos bases. Maps as old as the Rularuu/Troll tunnels are almost always linear or tree-like. Let me explain.
A linear map is one which consists of a sequence of a straight link of room -> corridor -> next room -> next corridor with no intersections, or no meaningful ones. Such instances will sometimes give you a T intersection where right is the correct way, but left is an IMMEDIATE dead end 20 feet in.
A tree structure map is a map which consists of branching paths which never intersect down the line. Your standard issue maze is a tree structure like that. In these instances, turning a wrong corner even once eventually leads to a dead end, requiring you to backtrack to the wrong corner and make the right choice.
Now compare those to the oldest of our instances. And I don't even mean Oranbega or the Blue Caves. I'm talking something as simple as offices, warehouses and blue labs. These are often filled with loops and mini-loops inside those loops. A common motiff in warehouse maps is a cross intersection which leads to three diverging paths which go their own ways, but eventually converge in another cross intersection down the line. A common sewer motif is a T intersection where both directions lead to large rooms, which then exit into tunnels which again re-merge into another T intersection. A common office motiff is coming out of a lift room and facing a T intersection going left or going straight. Both paths go through a large room and then converge into another T intersection leading to the exit lifts.
This, to my eyes at least, makes the instances a lot more interesting. When you're on an instance known to have paths loop back into each other, you're always on the lookout for which direction could lead into a loop back into which path. It encourages spacial orientation above and beyond just the room or corridor you're currently in.
This has been absent from almost every map made practically since I1. Troll/Rularuu tunnels almost never loop, and when they do, it's usually IMMEDIATE, ship maps can't really loop on themselves, Arachnos bases rarely even diverge, Praetorian labs are almost all linear from start to finish and Praetorian tunnels rarely split your path for more than a few dozen feet.
And, honestly, I have to wonder why that change happened. Are loops in maps now considered a bad thing? Are we shooting for much, much simpler maps that require less exploration? What's going on with instance design to produce this? Because, frankly, linear and tree structure maps are less interesting to me than grid style maps, and by a fair bit, because they basically consist of "hug the left wall and don't think about it."