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New Map: Tourmaline Desert Map Feedback


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#1 Kyle Polulak

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Posted 19 March 2013 - 09:59 AM

Tell us what you think of the new Tourmaline Desert!

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The Tourmaline Desert is found on a small sun-baked planetoid in a binary star system. The bedrock is largely granite covered, with a thin layer of schist and sporadic veins of liquid sodium. The most striking features, however, are the endless, towering outcrops of massive tourmaline crystals that reach up against a scarlet nebula. The mean temperature is ~97°C, with an atmosphere comprised mainly of carbon dioxide with trace amounts of methane, ammonia, sodium and water vapour.

The planetoid is located along a strategic corridor, and has therefore seen many battles over the past centuries. In some circles it is known as ‘The Boneyard’ as its surface is littered with the carcasses of abandoned BattleMechs and wrecked dropships. A derelict 52000 ton Mammoth class cargo carrier dropship can be found half-buried in the middle of the desert with its bones jutting out into the sky. Slowly being consumed by the desert’s blowing sand, the last two centuries have left it sand-blasted and corroded.

BattleMech warriors will have a challenging fight ahead of them. Heat management will be a huge priority, and steep walled craters may pen them in for easy pickings. The giant tourmaline crystals will offer some protection from missile barrages, but the long corridors and accessible peaks will make any BattleMech vulnerable to sniper fire.



#2 Booran

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Posted 19 March 2013 - 01:12 PM

New map is great, fantastic scenery, good layout, nice with plenty of routes to take (at least on conquest).
Though it feels a bit boxed in, not as "natural" as Alpine. And it could do with at bit more colour, doesn't feel desert-y enough to me.

Overall it's great, has a real MechWarrior feeling to it (as did Alpine before it).

#3 GruenGruen

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Posted 19 March 2013 - 01:24 PM

the map is awesome!

#4 SubRyan

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Posted 19 March 2013 - 01:29 PM

This map has plenty of variety to accommodate multiple play styles. High crystal perches and long avenues for snipers and LRM support. Lots of nooks and crannies for nimble mechs. Plenty of crystal spires that are of decent size to block non-JJ mechs

#5 Dracol

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Posted 19 March 2013 - 01:31 PM

Initial impressions are good. Very nice looking. A lot of lanes of fire with easy to find routes over the canyon walls.

Bring a friend to watch your back. Seems flank and rear attacks are fairly easy to set up.

#6 agenttbc

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Posted 19 March 2013 - 01:41 PM

Great map. A mix of short and long.

But these big maps need longer cap times. Maybe 1200 resources or something on Conquest.

#7 agenttbc

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Posted 19 March 2013 - 01:52 PM

Maybe 1500 even.

#8 Stormwolf

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Posted 19 March 2013 - 02:05 PM

Love this map, all the details of the dropship parts and wreckage are pretty good.

#9 OtherGamer

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Posted 19 March 2013 - 02:05 PM

Great map, allowing for allot of different tactics, perfect for flanking, jump jets etc.

Only thing that could be tweaked is the brightness. Having difficulties to play it without heat vision on, because mechs and scenery seem to melt together at middle ranges (+500m).

Edited by OtherGamer, 19 March 2013 - 02:05 PM.


#10 SjurWarEagle

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Posted 19 March 2013 - 02:14 PM

Nice impressive map. Really nice when hunting a light one with an own light :)



Bug: Map isn't listed at http://mwomercs.com/.../stats?type=map

Edited by SjurWarEagle, 19 March 2013 - 02:15 PM.


#11 Inveramsay

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Posted 19 March 2013 - 02:15 PM

Very good map but much of the combat seems to end up revolving around e6 and the rest of the map not being used at all.

Now let us blow the tourmaline crystals apart please

#12 Vocis

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Posted 19 March 2013 - 02:19 PM

The new map reinforces how toxic the current Sniper based Metagame is.

I have played it several times and each time both teams did nothing but camp their spawn and never move outside of it.

#13 agenttbc

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Posted 19 March 2013 - 02:21 PM

Sniper based metagame? Are we playing the same MWO?

#14 wuselfuzz

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Posted 19 March 2013 - 02:24 PM

Gotta say what has been said before: The new map is great.

Does it have non-standard lighting? IMO, mech colors look different in this map.

Too bad the planet has a thin atmosphere, some kind of stormy weather would be a nice variation. =)

Edited by wuselfuzz, 19 March 2013 - 02:24 PM.


#15 Peter Valentine

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Posted 19 March 2013 - 02:27 PM

Really good map! nice looking,and really challenging,good work!
In the future I hope we'll see asteroid(dropships/warships on the sky/space),heavy jungle(with rain?) and a map with sand storm(maybe Caustic Valley alternate? :))
And maybe a map with much more "alien" environement(I mean strange crystals and plants etc).

Edited by Peter Valentine, 19 March 2013 - 02:29 PM.


#16 Vocis

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Posted 19 March 2013 - 02:28 PM

View Postagenttbc, on 19 March 2013 - 02:21 PM, said:

Sniper based metagame? Are we playing the same MWO?

Quite possibly! The game plays differently at different Elos. At some point you get high enough and the entire game is nothing but a raging Charlie Foxtrot of PPC snipers spawn camping and cockpitting other PPC snipers.

Edited by Vocis, 19 March 2013 - 02:28 PM.


#17 WardenWolf

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Posted 19 March 2013 - 02:30 PM

Map looks good, very large, lots of angles to come at things - but it feels too easy to climb the tourmaline crystal walls / towers. I've taken mechs up 70-80 degree inclines in places, which really seems like it shouldn't be doable. Those land features would be much more strategic if you could lead enemies into a dead end and then jump out or something, but almost all of them are climbable.

Additionally, the large crystals that are at less steep angles can be climbed - which seems to defeat some of the other terrain features. And could the upper edges of these crystals support battlemechs that are up to 100 tons? Seems unlikely.

Oh, and one related thing: fall damage. I took a Cicada off the edge of a crystal tower, easily 200-300m up in the air, and when I landed it barely dented my leg armor. That seems really odd, as I get the same damage from falling just a few meters. Shouldn't fall damage be related to fall distance / impact speed?

#18 Toolan

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Posted 19 March 2013 - 02:31 PM

a new grade of AWESOMENESS

I LOVE IT

#19 Lupin

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Posted 19 March 2013 - 02:35 PM

Not listed on Profile Maps Statistics, after 2 matches?

Edited by Lupin, 19 March 2013 - 03:18 PM.


#20 Hylius

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Posted 19 March 2013 - 02:37 PM

Map is highly unbalanced. South spawn has an open field with high cliffs to snipe from with no real cover to approach on. Camp and instant win.





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