

New Map: Tourmaline Desert Map Feedback
#81
Posted 20 March 2013 - 11:59 AM
#82
Posted 20 March 2013 - 12:29 PM
Medium sized maps are best.
#83
Posted 20 March 2013 - 12:40 PM
#84
Posted 20 March 2013 - 01:04 PM
Crystals are cool, but very repetitive. Repetitive. Repetitive.
Mazes are okay, but I wouldn't want to play it very often. It's not as bad as Alpine in these respects, though.
#85
Posted 20 March 2013 - 01:44 PM
Tourmaline - Frozen City - Tourmaline - Forest Colony - Tourmaline - Frozen City - Tourmaline - Forest Colony Snow - Tourmaline.
STOP IT!
Edited by Genewen, 20 March 2013 - 02:17 PM.
#86
Posted 20 March 2013 - 02:37 PM
Everything else is really good.
#88
Posted 20 March 2013 - 04:17 PM
#89
Posted 20 March 2013 - 04:29 PM
I have to agree with previous points though, the tourmaline should be more green, and the metallic shader is a bit iff.
#90
Posted 20 March 2013 - 04:33 PM

#91
Posted 20 March 2013 - 04:58 PM
#92
Posted 20 March 2013 - 05:11 PM
#93
Posted 20 March 2013 - 05:17 PM
#94
Posted 20 March 2013 - 07:25 PM
Negatives:
As many have said, perhaps some more colour?
Next has been mentioned as well, but I believe some of the crystals need tweaking. There was one section near the dropship rib, where a low wall of crystals spikes up. You can walk along the top as if it were flat ground. Many have very steep angles, yet you can glide up them. I really like finding places where my mech can explore, knowing short cuts etc. So far though there are very few places you can't go. I almost feel like I could ignore the terrain and just walk from one side if the map to the other.
On the whole, very minor issues. The map is great work, so much detail and thought clearly went into it. I'm sure it will continue to be tweaked over time to clean up the movement stuff.
Edited by Arcturious, 20 March 2013 - 07:26 PM.
#95
Posted 20 March 2013 - 08:05 PM
One aspect of this map that I think is excellent is its 'verticality'. That is, it's got a lot of slopes (which, apart from the crystals themselves, aren't at ridiculous gradients) and different levels for people to be at. Not only at distance, but up close too. There are some neat little craters/ridges/depressions/rises/etc that mechs can duck behind to use as brief cover when brawling. Adds another tactical dimension (as compared to simply moving about thinking about little else but shooting at each other).
I do agree though that these larger maps are severely handicapped by the way Conquest is configured on them. The cap limit is too low, but also the resource collectors are too far flung. I would far prefer to see several collectors in fairly close proximity to each other, such that the battle is in a constant state of flux, moving around them. You would still need some 'distant' ones, but less distant than these. Maybe two small clusters with a couple of outliers might work better. Not sure. Either way, the current setup doesn't encourage and foster combat on the large maps. (Just to be clear though: I love the large maps, they have far more tactical potential - it's just we're not properly able to leverage that at the moment).
#96
Posted 20 March 2013 - 09:25 PM
Not nearly as hot as I suspect it's supposed to be though.
Plenty of cover and sniper areas.
Fun times with this map. '(^.^)'
#97
Posted 20 March 2013 - 10:02 PM
Not the mech class, but the game (and the movie) inspired by the Strugatsky novel "Roadside Picnic"-- though it was probably not the Devs' intention... But "Use Cover CONSTANTLY" players will know what I mean.
I think the Devs set out to create a map that was the polar-opposite of Alpine Peaks in every sense except for scale:
1) Whereas I could stand on high-ground and scout/snipe for miles around in Alpine Peaks, the terrain features in Tourmaline Desert is just ridiculously complex.
2) Whereas the dark figures of the mechs stood out against the white snow/background of Alpine Peaks, they now blend into the terrain features in Tourmaline Desert so much-- that they might as well be camouflaged if not for their metallic sheen.
3) Whereas the heat signatures of the mechs were contrasted with the low ambient temperature of Alpine Peaks in thermal vision, they are now less distinguishable against the high ambient temperature of Tourmaline Desert
All of which means you almost need to a trained "stalker" to guide you around the place-- and having a forward scout is a good idea even if you know the place well... so congratulations to the Devs, if that is their intention, for creating a map in which you practically need Sun Tzu's Art of War to navigate tactically (Just spent a half-hour exploring Tourmaline Desert in Testing Ground, trying to figure out which nook/cranny is good for what tactic).
And having created LARGE maps like Alpine Peaks and Tourmaline Deserts, as well as Caustic Valley which are designed for a completely different play-style than the SMALL maps like Forest Colony and River City, as well as Frozen City, I think the Devs need to create new "Launch" Options:
A. Assault- LARGE
B. Assault- SMALL
C. Assault- ALL
D. Conquest- LARGE
E. Conquest- SMALL
F. Conquest- ALL
G. Any- LARGE
H. Any- SMALL
I. Any- ALL
Cos I DON'T wanna play in the SMALL maps any more! At least not until the rate of capture and resource collection is HALVED-- so that there is actually a point to having a 15-min time limit (see LARGE maps)....
And I'm sure there are even more people who DON'T ever want to play in LARGE maps to begin with-- cos fps games should never force you to do FORWARD scouting/planning... (there's a reason "Use Cover CONSTANTLY" games like "S.T.A.L.K.E.R." are rather niche).
Edited by Forestal, 20 March 2013 - 10:25 PM.
#98
Posted 21 March 2013 - 03:05 AM
#99
Posted 21 March 2013 - 03:13 AM

#100
Posted 21 March 2013 - 03:55 AM
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