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New Map: Tourmaline Desert Map Feedback


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#21 Sugomi

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Posted 19 March 2013 - 02:41 PM

Great map so far.

#22 Oryol

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Posted 19 March 2013 - 02:53 PM

Great map for JJ especially.... Not showing up in stats

#23 Lyrik

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Posted 19 March 2013 - 02:57 PM

Kudos to the art team. The new map looks amazing and has a very alien feeling.

It's huge, even with a 150kmph Jenner you have a lot of ground to cover in conquest.

Enough open spaces that you have to be cautions running around but still enough cover to sneak up to LRM boats :-P

#24 Guarditan

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Posted 19 March 2013 - 03:05 PM

I'm not that happy with the new map. It looks too similar. On alpine you had the big mountains for orientations. On this map it feels like i'm running through tubes. It all looks the same. I think thats sad.

Overall i like the new map a lot better than alpine because it is not so longrange-oriented and some places looks pretty nice.

As a conclusion i don't like the new big maps with the old map settings. Either change the number of players, spawn points or whatever. I really hate it when i have to start on these maps with an assault mech.

#25 Sable Dove

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Posted 19 March 2013 - 03:12 PM

Cap races all the time. No sight lines and a huge maps means teams will routinely miss each other on the way to the other base.

Fun map. Bad gametypes.

#26 Redbull102

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Posted 19 March 2013 - 03:17 PM

Dislike the map. Even more than river city night map.

Had it 4 times, always started north, I and my team was destroyed every time.
South got a big advantage over the north team.
They were always in the middle waiting for us to step outside of the north canyons.
And the path to the middle seems shorter for the south team.

When I heard first of a desert map, I was happy.... but that is not a sand-desert as I thought. It is a stone/metal-desert.

Edited by Redbull102, 19 March 2013 - 03:19 PM.


#27 Henry Pride

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Posted 19 March 2013 - 03:18 PM

Great Map, fun to play...

#28 agenttbc

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Posted 19 March 2013 - 03:18 PM

So you hate the map because your teams sucked? That about sums it up?

#29 Genewen

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Posted 19 March 2013 - 03:26 PM

While it certainly is an improvement compared to Alpine Peaks, you guys at PGI did still not learn from several mistakes you already made in that earlier big map.

Good:
- Visuals are great, good job from the artists
- valid for mechs of any range due to much more cover
- easily navigated

Bad:
- still no solution to the capping problem although you should have gotten more then enough feedback from the problems AP suffers. Huge maps are not acceptable unless you made a change to how easily a base is capped.
- again with the asymmetric battlefield offering huge advantages to one side. In River City, the high ground spawn has the advantage of having only three access points, JJ-mechs excluded, to defend. On AP, the high-ground spawn also has a huge advantage in how fast it can spot the enemy team and prepare their defenses. On TD now, the southern spawn has basically a huge shooting range in front of it. It is nearly impossible to approach the base if it is defended without getting focus-fired instantly and dying. While the northern spawn also has a sniping plateau, there are lots of crystal towers to give cover for an approaching force. I am seriously bummed how the team was able to miss such an obvious imbalance and actually release the map in that state.
- climbable surfaces - just like AP, there are a lot of slopes which, when looking at it rationally, should not be climbable. Still any mech can run up 70° slopes in that map with max speed. Also, I do not think that fields of crystal spikes protruding quite a bit from the ground should be a surface mechs can walk upon.

Edited by Genewen, 19 March 2013 - 03:29 PM.


#30 M4rtyr

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Posted 19 March 2013 - 03:27 PM

First impressions (got this in my first match after the patch, then the game crashed lol).

Ok, This is exactly what Alpine should have been.

Open spaces, tight alleys, LOS blocks. Very multidimensional map.

This is a very good map I'm thinking. Much much much better then Alpine is.

#31 Lucky Noob

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Posted 19 March 2013 - 03:28 PM

great Map, cant await 12 vs- 12 now.

As well great FPS here.

#32 Jack Lowe

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Posted 19 March 2013 - 03:28 PM

first impressions, beautiful map. Very well detailed artwork is a new level of awesome. Don't know about tactical advantages only saw it once and was really annoyed I had to go and fight when I wanted to just look around a bit more. Fighting is the point so we got to it but looking foward to playing it a few more times and after getting a feel for it trying out all the different avenues that seem to be available. Excellent job to the concept and artwork guys seems like a two thumbs up map.

#33 SUBZERO8K

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Posted 19 March 2013 - 03:31 PM

Really like the map, it's my favorite visually (tied with Frozen City Night).

The lighting needs to be tweaked a bit though. All of the Mech colors are off because it's too oversaturated.

#34 megoblocks

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Posted 19 March 2013 - 03:33 PM

<3 this map. Seriously. Great long range opportunities, and good cover / side routes that let brawlers at least have a chance to flank and surprise. Visually very pretty as well. Only complaints thus far is that capping / resources need to be adjusted IMHO like Alpine. But this should be awesome for 12v12

I give it 4 dakkas, + 1 more on the contingency for game play fixes due to size.

#35 shintakie

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Posted 19 March 2013 - 03:44 PM

Im not sure why everyone loves this map. Its a giant mess.

Ignorin the asthetics of everythin bein the exact same, it looks terrible. The graphic meshes on the crystal formations look like PS2 era graphics which is a massive shame while the destroyed and sand covered mechs look like a bunch of giant blocks with a little texture.

Ignorin the graphical issues, the ground is a hot mess to walk across. Stuff that looks passable isn't. Stuff that really shouldn't be passable can easily be walked over. Graphical textures that impede movement don't stop missiles/lasers/projectiles from gettin through.

I was just nearly wiped out a minute ago while cappin the southern base because I stupidly decided to hide behind the rock nearest the point when missiles were comin at me. I was behind what was visually indicated as cover while my target, some centurion variation, had sight on me and was launchin lrms at me. The missiles fly straight through my cover and explode into me, wipin out most of my armor in the process.

This isn't like the issue that was addressed a while back either where it just happened to be lag that showed the missiles passin through and hittin me, but no actual damage was done. This was 3 full volleys of missiles that slammed into me while i was behind a rock that they (the missiles) were flyin through.

That's not okay.

#36 jayrow

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Posted 19 March 2013 - 04:48 PM

Map would be amazing if there was no cap mechanic. My two games played were the same. Walk for 5 minutes through some canyons then race other team for cap. There should be no winners or losers when 0 damage is done. Well to be fair, one game there was 90 damage done by my team. =P

I play this game for awesome battles between giant mechs. If you create maps like AP and Tourmaline that dont encourage fighting but rather a cap race then I would like the option of what maps I queue for. I love the game and my only gripes have been about the last two maps. Nonetheless keep up the good work.

#37 Burning Chrome

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Posted 19 March 2013 - 05:04 PM

Ok...buy a JM6-S, refit it and choose testing grounds and get the new map.

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.

#38 Suzano

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Posted 19 March 2013 - 05:36 PM

this map sux. It`s just an Promotionmap for the cooldown stuff. Almost NOT playable for assaultmechs, especcially the atlas. Good map for campers and other noobs. pff

#39 Kaeb Odellas

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Posted 19 March 2013 - 05:50 PM

While this map is a billion times better than Alpine, Conquest is still a "more lights = win" map. Disappointing.

#40 William Chase Davion

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Posted 19 March 2013 - 05:54 PM

I played a few matches on this map. I like it a lot. The art team did a great job. It feels very alien.





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