Get Rid Of The Jungle Map
#41
Posted 05 July 2015 - 04:57 PM
there are the odd frustrating moments but you learn or should learn where all the bad spots are and avoiding them. not go crying wah wah take it away I don't like it
#42
Posted 05 July 2015 - 05:08 PM
Waiting on the river city redux map hope it looks and plays well.
#43
Posted 05 July 2015 - 06:12 PM
#44
Posted 05 July 2015 - 10:51 PM
#45
Posted 05 July 2015 - 11:58 PM
It's super cool, until you get stuck on one of those f***** steps or roots.
Then you navigate around them, and it's super cool again.
#46
Posted 06 July 2015 - 01:16 AM
#47
Posted 06 July 2015 - 01:24 AM
Webster defines clog as
a : a weight attached especially to an animal to hinder motion
b : something that shackles or impedes :
The Oxford English Dictionary as per Wikipedia defines clog as
thick piece of wood
A lot of the design aspects impede the flow of the game, slow things down and cause the players to spend a large amount of focus fighting the map and not the enemy. Even simple things like the "stairs" leading onto high ground are irregular, uneven and cause people to get stuck. The undergrowth and random elements littered throughout the map don't help much either. The map is confining and oversaturated with things that hinder movement, its way too constricting.
This map would either need to be opened up, so keep the design but make it lets say twice as wide. Or a lot of the hindering elements would need to be removed to add breathing space.
It also performs poorly on weaker machines.
Its not a bad map in essence, but the way it was executed simply isn't fun to play. It's also apparent that some map designers really like cluttered maps, Mining collective being another example. What the designers fail to understand is that mechs need room to maneuver in order for combat to flow and be fun, if one keeps hitting things and constantly battling the environment things stop being fun and the focus is moved from mech combat into environment negotiation which is just not exciting when your focus needs to be on the enemy.
New maps lean either in one way or another. A map that combines the two elements, large open spaces and close constricting quarters would be ideal, river city for example seems to get the idea right, but its simply too small for now.
Edited by Louis Brofist, 06 July 2015 - 01:30 AM.
#48
Posted 06 July 2015 - 02:58 AM
I hate alpin + tera.
#49
Posted 06 July 2015 - 03:06 AM
Edited by Thorqemada, 06 July 2015 - 04:33 AM.
#50
Posted 06 July 2015 - 03:10 AM
#52
Posted 06 July 2015 - 03:45 AM
It's a good brawler's map. Some of the close quarter fights I've been in on this map have been off the hook.
#53
Posted 06 July 2015 - 03:52 AM
Canyon Network:
WTF? Why can't my 100 ton Assault make it over a small pebble sized boulder?
Forum Response: Yea! Those programmers can't get terrain hitboxes right. They need to fix all those small trip hazards on Canyon.
Viridian Bog:
I'm tired of tripping on every little twig. My mech shouldn't get stuck on ankle high roots.
Forum Response: Learn to play noob! You just suck at piloting. Learn the map!
I don't get it. Lol.
#54
Posted 06 July 2015 - 04:07 AM
I hate the layout of it though.
Those 2 center ramps need repositioning, and the stairs and many other obstacles need to be smoothed out so you don't get stuck on them.... everywhere.
#55
Posted 06 July 2015 - 04:12 AM
Mister D, on 06 July 2015 - 04:07 AM, said:
I hate the layout of it though.
Those 2 center ramps need repositioning, and the stairs and many other obstacles need to be smoothed out so you don't get stuck on them.... everywhere.
Stairs do need to be smoothed out a bit.
I think that main center island might also need steps on both sides. It's not a big deal the way it is now, but with steps on both sides it might become a brawl point if both teams rush up on that island from both sides.
#56
Posted 06 July 2015 - 05:34 AM
oneproduct, on 05 July 2015 - 09:39 AM, said:
No need to get snarky with jokes.
Titannium, on 06 July 2015 - 02:58 AM, said:
I hate alpin + tera.
none of these are my worst maps. not my best either.
#57
Posted 06 July 2015 - 05:49 AM
#58
Posted 06 July 2015 - 06:26 AM
Leiska, on 05 July 2015 - 06:12 PM, said:
I fully agree the stairs are a problem, it's way too easy to get stuck in them even in a fast medium mech. Some of the knee-high debris should also be revised.
However, stuff like invisible walls is something that happens in most maps, and knee-high obstacles and foliage aren't exclusive to the swamp either. If you remember the problems HPG had and which took months to fix, raise your hand. *raises hand*
#59
Posted 06 July 2015 - 06:29 AM
Absolutely, I understand the frustration getting hung on something when in the pitch of battle. Conversely, if you learn the map, the likelihood of that happening is greatly minimized if you know your topology.
I can't remember the last time I got hung on something...
#60
Posted 06 July 2015 - 06:36 AM
DaZur, on 06 July 2015 - 06:29 AM, said:
Absolutely, I understand the frustration getting hung on something when in the pitch of battle. Conversely, if you learn the map, the likelihood of that happening is greatly minimized if you know your topology.
I can't remember the last time I got hung on something...
Absolutely true. But the root of a tree should not be able to stop 100 tons moving at 50KpH! And a Hill should not stop us if it has a grade of 50 degrees.
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