

New Map: Tourmaline Desert Map Feedback
#21
Posted 19 March 2013 - 02:41 PM
#22
Posted 19 March 2013 - 02:53 PM
#23
Posted 19 March 2013 - 02:57 PM
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
Posted 19 March 2013 - 03:05 PM
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
Posted 19 March 2013 - 03:12 PM
Fun map. Bad gametypes.
#26
Posted 19 March 2013 - 03:17 PM
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
Posted 19 March 2013 - 03:18 PM
#28
Posted 19 March 2013 - 03:18 PM
#29
Posted 19 March 2013 - 03:26 PM
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
Posted 19 March 2013 - 03:27 PM
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
Posted 19 March 2013 - 03:28 PM
As well great FPS here.
#32
Posted 19 March 2013 - 03:28 PM
#33
Posted 19 March 2013 - 03:31 PM
The lighting needs to be tweaked a bit though. All of the Mech colors are off because it's too oversaturated.
#34
Posted 19 March 2013 - 03:33 PM
I give it 4 dakkas, + 1 more on the contingency for game play fixes due to size.
#35
Posted 19 March 2013 - 03:44 PM
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
Posted 19 March 2013 - 04:48 PM
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
Posted 19 March 2013 - 05:04 PM
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
Posted 19 March 2013 - 05:36 PM
#39
Posted 19 March 2013 - 05:50 PM
#40
Posted 19 March 2013 - 05:54 PM
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