

New Map: Tourmaline Desert Map Feedback
#141
Posted 24 March 2013 - 08:00 AM
My biggest complaint is that it seems like my "chance to play tormaline" is cranked up to 11. For the last 3 days, 3/4 of the games I play are on tormaline....
#142
Posted 24 March 2013 - 09:34 AM
Found a point in C7 where I was crossing some crystals to join my team and got stuck, no JJ to get out and nothing would move me from the spot.
Have a screenshot if needed to help locate the spot.
#143
Posted 24 March 2013 - 11:55 AM
chfhimself, on 24 March 2013 - 08:00 AM, said:
Yes, the capping speed on both game modes should be linearly adjusted according to map size. Every assault game on Tourmaline ends in cap victory. When you have a battle in the middle of the map and a single scout slips through, that's it. You just cannot make it back in time over those huge distances.
Quote
Indeed. I just had to stop playing since I simply could not stomach this map anymore.
The map in itself is good, but current game modes don't work on it and we get way too much of it.
Edited by arghmace, 24 March 2013 - 11:57 AM.
#144
Posted 24 March 2013 - 03:24 PM
Seriously... Do you need me to write you a random map selector that gives users randomized maps with more likely to get certain maps but DOES NOT force the user to play one map over and over and over again? Its not that hard to write!!!
#145
Posted 24 March 2013 - 06:33 PM
#146
Posted 25 March 2013 - 12:35 AM

#147
Posted 25 March 2013 - 01:27 AM
1. Mechs being visible through the crystals when using heat vision is bad.
2. The hitboxes of the crystals were made extremely sloppy and hastily. Very often shots end up not hitting the enemy but invisible crystals because the latter do not have indiviual bodys but are one giant box which hit model often extends several meters from the visible object.
#148
Posted 25 March 2013 - 02:52 AM
Merchant, on 24 March 2013 - 09:34 AM, said:
Found a point in C7 where I was crossing some crystals to join my team and got stuck, no JJ to get out and nothing would move me from the spot.
Have a screenshot if needed to help locate the spot.
When this happens, hit "F9" and note the x/y/z coordinates for a bug report (it needs to be fairly precise for reproduction).
#149
Posted 25 March 2013 - 03:37 AM
The look and fell is okay but nothing spezial.
But its way to big for the aktual 8vs8 and its too often in the map cycle.
for me its a reason to disconnect as soon as i can if this map is loaded ... its no fun at all.
just my 2 cents
#150
Posted 25 March 2013 - 03:43 AM
Just sayin.
ps - prolly played it a total of 5 times and saw at least 2 other people stuck in crystals. derp
Edited by Soy, 25 March 2013 - 03:43 AM.
#151
Posted 25 March 2013 - 05:05 AM
#152
Posted 25 March 2013 - 06:52 AM
However, the problems I was seeing early on haven't changed. First and most importantly, the bases are way too far away. The map is needlessly huge and it's just making the base capture aspect of the game play the most frustrating element of this map.
Second is the fact that the center area is pretty much the ONLY place we fight. Yes, I know am repeating myself here, but we don't have this problem on the smaller maps. Frozen city has always had a problem of creating a mexican standoff at the dropship, but otherwise, I have battled everywhere on that map, AND it offers a tunnel as an alternate path to take. Desert, like Alpine is just so annoyingly big that most people just want to get to the combat as soon as possible, instead of waste time running around in no-man's land where people never really go. Let's face it most people playing this game want to battle other mechs, not evade the enemy or score base captures. This is why most people march strait to the E5 area on Desert, or the Epsilon area on Alpine. Giving us a gigantic map where we only utilize about 20% of it is lame. These maps need to be smaller.
Edited by Synra, 25 March 2013 - 06:58 AM.
#153
Posted 25 March 2013 - 09:25 AM
Still, fine job on this map... it lends itself well to many strategies.
I'd do something about the mech climbing everywhere issue though

Edited by Bull Frog, 25 March 2013 - 09:25 AM.
#154
Posted 25 March 2013 - 05:14 PM
Burning Chrome, on 19 March 2013 - 05:04 PM, said:
Bonus!
Pretty cool, though I agree with some of the critical post above.
Anyways, dispatched an Atlas and am searching for the next target, scanning left and right wondering what this place reminds me of...seen somthing similar to this before. But where...I know I've...WTF!?!
Something moved! WTF was that!?! Fast...too fast to torso twist back on.
Swear to god some moved across one of those crystline ridges then hunkerd down out of site...
WTF was that!?!
Open fire! Nothing. Blaze away again. Still nothing.
Must be imagining things...
Then it dawns on me...Midnight.
You good sir have just made me terrified of Tourmaline Desert.
#155
Posted 26 March 2013 - 07:06 AM
Example of overplaying/rotation on Tourmaline. 4 hours of play time this morning. I only saw 3 rounds with maps other than Tourmaline.
#157
Posted 26 March 2013 - 09:10 AM
http://ompldr.org/va...creenshot-4.png
http://ompldr.org/va...creenshot-5.png
#158
Posted 26 March 2013 - 10:18 AM
5138 5657 330
and
5337 5798 3??
#159
Posted 26 March 2013 - 10:32 AM
Maybe consider moving Kappa to that side, and moving Epsilon so the distances are equal for both teams?
Edited by qki, 26 March 2013 - 10:34 AM.
#160
Posted 26 March 2013 - 01:09 PM
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