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New Map: Tourmaline Desert Map Feedback


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#161 MadTulip

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Posted 27 March 2013 - 03:39 AM

i like the map very much. cool meat grinder in the mid, enough space around. nice different formations of cover. very nice map.

#162 Texugo87

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Posted 27 March 2013 - 10:18 AM

Great map, though I frequently take leg damage on loading as my mech "drops" from a very high height.

#163 Krzysztof z Bagien

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Posted 27 March 2013 - 01:27 PM

You really need to rework hitboxes of those crystals. They are like 1 - 2 meters bigger than what you can see. It seems that there's clear shot but no! it's invisible wall!

#164 Faktopus Osis

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Posted 27 March 2013 - 03:53 PM

Love the map, feels incredibly overplayed after dropping there 5 times in a row though. It's a sniper's map, as whichever side has the better marksmen ends up with the win. Like the visuals and feel of the map, but the map play is meh.

#165 Xacharon

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Posted 27 March 2013 - 04:33 PM

I think that they are purposefully making the map appear more frequently in the rotation. Hopefully that'll resolve itself when they put it back to normal odds next patch (or the one after that?).

Also, I agree with the collision detection for the crystals. This could be a sniper's and fire support's dream map, especially for the Jagers and Cats with their high arm mounts. Unfortunately, many visually clear shots end up being blocked by the invisible barrier, which is quite frustrating. Otherwise, I actually like the map fairly well. On a 8v8 match, though, there seems to be a tacit agreement to meet and fight around the e4 e5 region, just so combatants don't spend the entire time just trying to find each other. :/

#166 Sable Dove

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Posted 27 March 2013 - 04:55 PM

Like Alpine, it is ill-suited to the gametypes available.

Also, it's so heavily weighted that it's morbidly obese. Please decrease its weighting.

#167 frkuout

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Posted 27 March 2013 - 06:19 PM

I like the map so far, only got to play it one time. All other attempts to load it have resulted in a CTD.

#168 Burning Chrome

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Posted 28 March 2013 - 08:04 AM

Would rather play this map than RCN or RC anytime. I get that POS map so often (and multiple times in a row) it is maddening.

Forest Colony is ridiculous because water has no impact on movement.

Frozen City is old and boring do to the visuals, however, Frozen City Night is very fun to play, even if a bit stale.

I miss Caustic (rarely drop on it anymore), and enjoy Alpine and Midnight..er I mean Tourmaline much more than any of the other maps.

Hopefully the fixes to Night and cHeat vision will improve things.

#169 MechFrog1

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Posted 28 March 2013 - 02:50 PM

My feedback comes in article form.

http://themittani.co...urmaline-desert

;)

#170 Shock4ndAwe

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Posted 28 March 2013 - 07:25 PM

Would love to tell you how I feel about this map...except that I've never gotten to play it. Any time this map comes up when I launch my game I get this error message and a CTD: CryEngine Error: FRead did not read expected number of byte from file, only 128 of 0 bytes read.

I'm running an EVGA GTX 670 FTW edition, an I5-2500k(not overclocked), and 16GBs of DDR3 RAM.

Edited by Shock4ndAwe, 28 March 2013 - 07:26 PM.


#171 ArmsLikeNoodles

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Posted 29 March 2013 - 03:27 AM

The 8 people, 1 month and $60k resources have definitely paid off for this map.

This is bar non my favorite map in the game.

It's size is not a burden like Alpine, Its sheer number of Z dimensional versatility options added to the game play is a welcome breath of fresh air allowing open missle and sniping use while also tight twists of cover. I personally love it to death for the hit and run options the map provides.

The ninja undocumented edit to the view distance increase really does help players handle the larger maps so a big thank you to that one.

I also have to comment on the sheer artwork and look of the environment and textures, Their all brilliant from the skybox to the sand and crystal structures.

The designed placement and structure of the level really allows a wide battlefield but still the option to defend the capture points as the terrain throttles narrower near the 2 assault points.

This will be a tough one to top in my book.(pssst *shameless request* make the River city and Alpine tunnels be more than just doodads but little light mech battlegrounds/shortcuts if you don't add twists and turns to the tunnels larger mechs can still fire down them too)

Keep it up.

#172 Atheus

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Posted 29 March 2013 - 05:38 PM

+1 on tightening up the collision map on those giant rocks. It's too easy to waste your precious ammo shooting invisible collision objects rather than the guy sticking his head out behind them.

#173 Shock4ndAwe

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Posted 30 March 2013 - 04:54 PM

A little update on my post, it's not a driver issue either since I just updated my drivers and received the same error.

Hopefully a fix is incoming soon.

#174 Deathlike

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Posted 01 April 2013 - 11:03 PM

I'm sure it has been said before, but it needs to be reiterated again (especially before the new patch).

When the mechs spawn, there is damage dealt to light mechs because of that drop. I'm not sure which spawn causes it, but they spawn area needs to be closer to the ground.

#175 Mad Elf

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Posted 02 April 2013 - 07:29 AM

Having had the chance to play this a lot now (thanks for making it come up so much!) I feel able to respond:

- There are a couple of places (usually ledges half way up crystal formations) where the 'mech can't progress even though it looks clear. In other places we can climb as though our 'mechs had suckers on their feet, which is a bit silly. Those crystals look as though we should slide right off them.

- The mismatches between the visible terrain and actual "walls" can be frustrating: I have partial cover but I can see my target, when I fire my weapons go directly towards it, but something invisible stops it as though my cover stuck out an extra 10m or so. This makes counter-sniping very difficult in places, which on this map is a real issue.

- Its size and complexity make it very difficult to defend against a cap sneak. If you split your forces to deal with the possibility that one light will run around the edge and cap before you can get back to base, you get smashed in detail when the ops don't split theirs. Upping the cap time (for assault) and resource target (for conquest) would fix this, no problem.

That's about it for the negatives though. It's visually stunning, and gives me a warm nostalgic feeling for that one level in Mechwarrior 2 (although you could blow up the crystals in that... :(). The differences in colour are as to be expected: there are two suns, they aren't yellow dwarves, there's that big glowing nebula, and the atmosphere is rather exotic. (The "washed-out" look really makes it feel outdoorsy too.) And I would expect the higher molecular weight of the atmospheric gasses to make our heat sinks run more efficiently (simple thermodynamics), so our 'mechs should behave better here than in Caustic, even though the ambient temperature is actually higher.

Edited by Mad Elf, 02 April 2013 - 07:31 AM.


#176 Sicarus

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Posted 02 April 2013 - 05:04 PM

Tourmaline is rapidly becoming one of my favorite maps, but I noticed a little oddity: On the western side of the map, there's a series of valleys/cuts through the cliffs with a single entrance on the north side of the cap point. It looks like it goes somewhere, but the line is too long to be run under the out-of-bounds timer (I tried, to no avail). Whenever I run by it, I really want to explore and see where it goes.





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