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Swamp Map Is Fantastic


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#1 etrius

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Posted 18 November 2014 - 07:23 PM

Lots of winding paths, excellent cover, multiple levels, colorful and interesting to the eye. Great work on this one PGI and keep it up.

#2 Budor

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Posted 18 November 2014 - 07:33 PM

View Postetrius, on 18 November 2014 - 07:23 PM, said:

Lots of winding paths, excellent cover, multiple levels, colorful and interesting to the eye. Great work on this one PGI and keep it up.


But... its just black and white :blink:

Edited by Budor, 18 November 2014 - 07:33 PM.


#3 Lil Cthulhu

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Posted 18 November 2014 - 07:36 PM

View PostBudor, on 18 November 2014 - 07:33 PM, said:


But... its just black and white :blink:

Posted Image

#4 Novakaine

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Posted 18 November 2014 - 07:39 PM

LOVE IT.

#5 Monkey Lover

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Posted 18 November 2014 - 07:45 PM

I like it a lot but i wish they cut the fog down by 50%.

#6 Kain Demos

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Posted 18 November 2014 - 07:46 PM

A lot smaller than I had hoped.

#7 L Y N X

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Posted 18 November 2014 - 07:47 PM

But it feels big!

#8 Lil Cthulhu

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Posted 18 November 2014 - 07:50 PM

View Post7ynx, on 18 November 2014 - 07:47 PM, said:

But it feels big!

That's what he said.

View PostKain Thul, on 18 November 2014 - 07:46 PM, said:

A lot smaller than I had hoped.

That's what she said

Edited by Lil Cthulhu, 18 November 2014 - 07:50 PM.


#9 AntiCitizenJuan

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Posted 18 November 2014 - 08:22 PM

Best map in the game. Hands down.(From a purely gameplay perspective)
Go back and make some of the old maps this good and we're going to have some pretty great map selection

Edited by AntiCitizenJuan, 18 November 2014 - 08:30 PM.


#10 Grayson Pryde

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Posted 18 November 2014 - 08:29 PM

Well, for me the best map is still Crimson Straight. The new map is just copy and paste...dunno how often i saw that 1 freakign bush or teh tree thats stuck in teh water. Well i just looked at it in Testing Groudns so i just have the visuel impressions. Maybe i will like it when i actually fought on it but the map on itself is ugly and pretty cheap.

#11 Grayson Pryde

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Posted 18 November 2014 - 08:46 PM

At least there is something like an easter egg on teh map...



#12 KharnZor

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Posted 18 November 2014 - 08:58 PM

I love it :wub:

#13 Bhael Fire

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Posted 18 November 2014 - 09:09 PM

View PostMonkey Lover, on 18 November 2014 - 07:45 PM, said:

I like it a lot but i wish they cut the fog down by 50%.


I think certain areas could be reduced a little, but I like the idea of the lower areas being really murky like Dagobah.

It's by far the best map (visually) since Terra Therma, IMO.

#14 _Comrade_

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Posted 18 November 2014 - 09:09 PM

Its a good brawler map. Now it's like if i bring a sniper build and get alpine peaks i will be like YES but be like NO! if i get swamp. If i bring a brawler build i will be like YES! if i get swamp and NO! if i get alpine peaks

#15 Tarogato

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Posted 18 November 2014 - 09:45 PM

I REALLY like the map so far. My number one concern was framerate, and it's not as bad as I was expecting. I'm getting about 22fps on all lowest settings, only a tad lower than most maps in the game with the exception of Mining Collective, where I average about 15fps and it's unplayable.

Viridian looks beautiful. I like the fog, I like the plateaus, I like the scale. It's a foreign planet, so of course it's going to have some weird unearthly features, like humongous crustaceans and great trees and building-sized lilypads. When you round a corner and meet a DWF, it's actually terrifying, DWFs actually look big and scary on this map. Haven't seen an Atlas yet. ^_^

Now, to explain the huge crustaceans and trees and lilypads, maybe the planet has very low gravity, or a much higher oxygen content, which would allow things that grow larger. Perhaps if PGI ever implements variable gravity, Viridian can have a pretty low value, so that jumpjet mechs can easily hop to and across plateaus, rather than just the light mechs. That would certainly make things interesting.

#16 Darian DelFord

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Posted 18 November 2014 - 09:47 PM

Still alot of invisi walls, worse than HPG. getting stuck on who knows what under the water, obstacles that we can not see, that you can not avoid.

New rule, before a map goes live, release it for 2 weeks in the training grounds so we can all run through it and find any bugs they missed.

Edited by Darian DelFord, 18 November 2014 - 09:48 PM.


#17 Strong Female Role Model

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Posted 18 November 2014 - 09:49 PM

If they could just reduce the amount of small invisible walls that extend off of every object and bit of terrain then the map, and all maps for that matter, would be much nicer.

#18 Aron

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Posted 18 November 2014 - 10:14 PM

Best map so far, awsome job...

#19 Budweiser Bubba

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Posted 18 November 2014 - 10:32 PM

Meh,it's a swamp only Yoda could love. The fog and the constant stopping from hitting invisible things is annoying. I would give it a 7/10. Far better then Mining colony though. I have managed to get into some decent fire fights in the center of the map around the small hill and worm carcass.

#20 Moonlander

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Posted 18 November 2014 - 11:03 PM

I've yet to see it...and been queuing since maintenance was over with. It looks so nice though. I don't pay attention to most of the people complaining about the maps aesthetics because even if it was exactly what they wanted, they would complain about the grass being 42px instead of 48px or that the wind was blowing the foliage from the north instead of the south-southwest...

The invisible walls and hang-ups sound amazing and are to be expected just like every other map but all that deserves it's own thread... We should make a thread about that instead of 12 LRM/DWF/Dual Gauss/Clan Mechs/IS Quirks OP threads a day.... or the 6 MLX DOA threads we got to enjoy today!

Edited by Moonlander, 18 November 2014 - 11:04 PM.






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