So why office building reskins?
Offices: White and white old for heroes, brown and brown old for villains, yellow for Praetoria. That's whole tilesets, not just one-off custom maps.
Warehouses: Used to be whitish for heroes and brownish for villains, plus greenish for Praetorians. That and old versions of the same. Now all three tilesets use the same mis-mash of broken texture tiling that has places of green brick, places of white placer and places of brown stone.
Blue caves: This is the most egregious one. Not only are CoV caves the same but retextured, Council bases and Oranbegan ruins are adaptations of the same caves. The same rooms exist for the most part, but faction-specific geometry walls off part of it.
Pink caves: These may be worse. Those came out with I2, and since then they've had a number of reuses. They show up as Cimeroran caves with props and water, they show up as Snake caves with boulders and eggs, etc.
Blue labs: These show up proper, they show up as Portal Corp facilities with white paint and Longbow bases with a carbon fibre finish.
Sewers: There used to be green sewers for Paragon City and sort of desaturated greyish ones for villains, but now both sides use both types, plus we have the sewers of Mot with bloody red water in them.
Arachnoid caves: These are fairly new, first introduced with I7, but they're showing up now as Granite Caves in Dark Astoria. And they're confusing as all hell and the map doesn't correspond to the physical layout of the tunnels very well.
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Why office building reskins? They're the most versatile since they're the most elaborate and at the same time most rectangular, so they're easy to pass them off as everything and anything that doesn't require an organic or natural look to them.
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'm also about 90% sure the Arachnid tunnels are just the large caves with a bunch of webs clogging up the place and terrible lighting.
There's also the Rikti installation maps, pretty much exclusively found in RWZ, though you do explore a couple rooms while unlocking the Midnighter Club.
Ive got a pretty good spatial memory, and have about 90% of the maps in the game memorized, including the spawn points on them. Interestingly, even recently I will occasionally stumble upon rooms that I don't recall- my team usually has to remind me to keep fighting and stop admiring the architecture when that happens.
You must all be heroes to forget...
...the cargo ship!
I consider the Oranbega ruins, which are also Mu ruins on redside, different enough to be a separate category from small caves.
There are also transition maps: office-to-cave, cave-to-sewer and so on.
Ruined City outdoor maps. Based on Boomtown, I think, but with so many (re)uses that I would consider them a category.
The same few "hill by the sea" and "forest" outdoor maps get used a lot. Which gets really noticeable on cross-dimension missions as they have war walls.
I don't mind "new" maps being existing geometry with new skins and object placement.
But it would be cool if devs did this for some of the more unique maps. Like making the Golden Giza into an actual pyramid or The Abyss into a volcano crater.
I do not suffer from altitis, I enjoy every character of it.
The Eternal Prison bothered me as well. I was kinda geared up to finally see this spooky, legendary prison and then I get in there and... Oh. Office Building.
This was a problem because of how ugly it ended up looking. Removing all of the textures does a lot to highlight how blocky the levels are. While we normally have props to distract us from all of the flatness, the Eternal Prison had nothing except particle effects and it made the whole thing really underwhelming, unsatisfying and unattractive. I don't know what the resources required are for developing new areas, but it doesn't seem like it should be so intensive as to be nearly impossible. Especially considering they made a brand-new "level" for the last Halloween event, and it looked great. Hell I would have been fine with them just re-texturing Dr. What's-His-Face's mansion. The office re-textures just look ugly and give me the impression that they just didn't care enough to do anything special with this major plot-thing. Sure we only get to visit it once, but there are a lot of cool, unique things we only see a few times and I feel like they could have spared the effort. But to be honest, most of Night Ward feels pretty copy-and-pasted. |
copy and pasted. which feels half-*****. eventhough i know it probably wasnt, that's still how it feels.
caves would have been a better backdrop for the prison i think. creepy black tunnels. or a warehouse with higher walls and not so obviously an office layout... :/
what would have been nice is that praetorian office[?] map with all the tiny cells in it. would make sense O_O
Do you meant the Praetorian tech lab?
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
But it's great learning things I over looked.