

New Map: Tourmaline Desert Map Feedback
#161
Posted 27 March 2013 - 03:39 AM
#162
Posted 27 March 2013 - 10:18 AM
#163
Posted 27 March 2013 - 01:27 PM
#164
Posted 27 March 2013 - 03:53 PM
#165
Posted 27 March 2013 - 04:33 PM
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
Posted 27 March 2013 - 04:55 PM
Also, it's so heavily weighted that it's morbidly obese. Please decrease its weighting.
#167
Posted 27 March 2013 - 06:19 PM
#168
Posted 28 March 2013 - 08:04 AM
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
Posted 28 March 2013 - 02:50 PM
#170
Posted 28 March 2013 - 07:25 PM
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
Posted 29 March 2013 - 03:27 AM
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
Posted 29 March 2013 - 05:38 PM
#173
Posted 30 March 2013 - 04:54 PM
Hopefully a fix is incoming soon.
#174
Posted 01 April 2013 - 11:03 PM
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
Posted 02 April 2013 - 07:29 AM
- 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...

Edited by Mad Elf, 02 April 2013 - 07:31 AM.
#176
Posted 02 April 2013 - 05:04 PM
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