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Best Map Ever.


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#21 Rebas Kradd

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Posted 19 March 2013 - 03:51 PM

View PostTurinAlexander, on 19 March 2013 - 03:38 PM, said:

It's too big, too brown, and and too empty. I actually think it's fairly ugly.


Well, we can't have the ENTIRE universe looking like Pokemon.

#22 Oy of MidWorld

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Posted 19 March 2013 - 03:52 PM

The best map so far. And it feels the most... MECHWARRIOR

god, it's hard to believe how much awesome one word can pack...

#23 Fenris Krinkovich

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Posted 19 March 2013 - 04:28 PM

View PostRebas Kradd, on 19 March 2013 - 03:13 PM, said:

Worst map yet.

Funny how many of the grasping masses will collapse into squeals of delight at even the tiniest eye candy and completely ignore the relevant criteria. Approach vectors, firing lanes, rush balance, camp balance, flanking dynamics...all hopelessly buggered here. I'll bet not a single line-of-sight matrix was run to actually simulate the balance on this sloppy joe. It will, of course, suffer from all the camping complaints and capping-troll problems that Alpine does, without even the benefit of low temperatures to allow any, y'know, actual gameplay.

Not to mention that the hot nature is an obvious transparent ploy to get people to buy more coolant flushes. I guess it occurred to nobody at this clueless-beyond-repair developer that allowing only one coolant flush for the entire duration of a monstrously elephantine map of this order wasn't exactly productive. PGI is clearly going under financially and resorting to under-handed P2W tricks while hoping (unsuccessfully) that nobody notices.

It's time we started voting with our wallets and demanding our rights as a community.

Fix this now.

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Posted Image

Just kidding. I haven't gotten a chance to play it yet.


You got me. :P

Edited by Fenris Krinkovich, 19 March 2013 - 04:30 PM.


#24 Chris Morris

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Posted 19 March 2013 - 04:44 PM

I like it. I was surprised the heat wasn't more of an issue. The heat's effect is more minor than I would have thought considering how hot this place is.

#25 Bullseye69

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Posted 19 March 2013 - 05:03 PM

I agree PGI home run on the map spent over hour exploring the map in Training ground will be awesome map plenty of terrain multi level and has a lot of cover. Would love to open up a hunchback spare parts dealership I could get very rich off the salvage laying around. Now I just need my Highlander so I can have a jumping assault mech for the new maps and all will be good...


Bravo, treat yourself to your favorite beverage because you have earned it with this one. Well doen PGI

Edited by Bullseye69, 19 March 2013 - 05:03 PM.


#26 CarpetShark

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Posted 19 March 2013 - 05:08 PM

I'm evidently in the minority, but the new map gets a thumbs down (or maybe just a "Meh...") from me. Yet another wide-open, two-snipers-or-LRM-boats-on-the-big-center-thing-own-the-whole-game map.

At least there's more to look at in this one.

#27 Wintersdark

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Posted 19 March 2013 - 05:16 PM

There's TONS of lrm cover here, and even in the open areas there's lots of low cover to protect from snipers. If you're getting gunned down by snipers, you're doing it wrong.

With that being said, all the little ridges make Desert pop tart heaven!

#28 Icepick

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Posted 19 March 2013 - 05:17 PM

View PostCarpetShark, on 19 March 2013 - 05:08 PM, said:

I'm evidently in the minority, but the new map gets a thumbs down (or maybe just a "Meh...") from me. Yet another wide-open, two-snipers-or-LRM-boats-on-the-big-center-thing-own-the-whole-game map.

At least there's more to look at in this one.


Yeah, but at least there is some good cover - also a bunch of 1km+ sightlines for the boaters.

I actually got his one for Training Grounds and spent a half hour poking around. Lots of detail, ancient mechs buried in the sand, debris everywhere. It's a work of freakin art.

Expected more color though, given the name. Perhaps the name refers to the sky, which is also nice.

#29 Uncle Totty

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Posted 19 March 2013 - 05:24 PM

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


it is so epic.Posted Image

*stands on roof*

I LOVE THIS ******* MAP!!!!!

#30 Commander Kobold

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Posted 19 March 2013 - 05:41 PM

View PostAccident, on 19 March 2013 - 01:46 PM, said:

Map looks really nice. However I'd say it requires an even more specialized build than Alpine. Not sure how I feel about it so far.

-Accident


I dunno my mech works well on all the maps.. (but I love the new desert map) I have noticed though every time I end up on the desert my thermal vision is acting as if the map was heat neutral...shouldn't everything be green?

Edited by Omni 13, 19 March 2013 - 05:43 PM.


#31 Budor

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Posted 19 March 2013 - 05:44 PM

Waaaaaaaaaaaaaaaaaaaay better than alpine. Terrain is varied and theres plenty cover.

The metallic reflections on the mechs are overdone though.

Edited by Budor, 19 March 2013 - 06:23 PM.


#32 General Taskeen

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Posted 19 March 2013 - 06:02 PM

85% of the map is unused, just like Alpine.

Big Maps do not work well with these game modes. Its time for PGI to take a page out of MW:LL's true and tried Terrain Control for large maps.

#33 armyof1

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Posted 19 March 2013 - 06:12 PM

Had 3 matches on it so far, and it's been interesting all of them. I like the increased amount of decent cover compared to Alpine where you end up hugging the base of mountains more. And the drops into valleys that only can be walked out of from one direction is a good addition too, to make jumpjets more useful. Just saw an LRMcat drop down, have an enemy PB try to follow it, then the LRMcat jumpjets up out of the valley, while the PB has to walk the long way out of it, thus being faced with another LRM salvo that kills it. Things like that makes it so much more interesting strategically.

#34 mekabuser

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Posted 19 March 2013 - 06:44 PM

had a game where myself and I guess5 or 6 team mates at that point were all huddled in the center and we had enemies coming from 3 different directions!!!
To my everlasting shame I was having a great game in my spider and had this hunchbacks left torso wide open for the victory and I stupidly just didnt get range because I just figured he was gonna pop. . I missed at least twice at point blank range but I did put at least 4 erppc into his already destroyed torso.. Just wouldnt go.. and then I did.. WOrst loss ever..
ON >>
THe BEST MAP SO FAR>> From an artistic POV alone I was really impressed. Tactically it seems like it will play well also based on about 5 games. Very nice.

#35 SilentSooYun

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Posted 19 March 2013 - 07:12 PM

View Postarmyof1, on 19 March 2013 - 06:12 PM, said:

Had 3 matches on it so far, and it's been interesting all of them. I like the increased amount of decent cover compared to Alpine where you end up hugging the base of mountains more. And the drops into valleys that only can be walked out of from one direction is a good addition too, to make jumpjets more useful. Just saw an LRMcat drop down, have an enemy PB try to follow it, then the LRMcat jumpjets up out of the valley, while the PB has to walk the long way out of it, thus being faced with another LRM salvo that kills it. Things like that makes it so much more interesting strategically.

I was that LRM Cat :rolleyes: My teammate was caught on the terrain behind us while I was actually bingo ammo. I lured the PB into the open with that JJ stunt, TAGed her up, and let his Jager finish her off.

Overall, I felt this was a very fun map. It's large, but with loads of interesting terrain that both funnels the action and varies the approach. Long range was prevalent with some nasty sniper corridors, but the terrain was broken enough to make brawlers a legitimate threat. Jump jets make life OH SO MUCH easier and interesting, but are hardly necessary.

It did feel like we weren't using the entire map, but that might be different with Conquest. There might also be something of a "side bias", but I can hardly confirm that with just three matches... only that we won two on the upland side and lost the one on the downland side.

#36 Pale Jackal

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Posted 19 March 2013 - 07:15 PM

The art design of the map is stunning.

#37 Visyac Cephias

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Posted 19 March 2013 - 07:21 PM

View PostRebas Kradd, on 19 March 2013 - 03:13 PM, said:


Worst map yet.

Funny how many of the grasping masses will collapse into squeals of delight at even the tiniest eye candy and completely ignore the relevant criteria. Approach vectors, firing lanes, rush balance, camp balance, flanking dynamics...all hopelessly buggered here. I'll bet not a single line-of-sight matrix was run to actually simulate the balance on this sloppy joe. It will, of course, suffer from all the camping complaints and capping-troll problems that Alpine does, without even the benefit of low temperatures to allow any, y'know, actual gameplay.

Not to mention that the hot nature is an obvious transparent ploy to get people to buy more coolant flushes. I guess it occurred to nobody at this clueless-beyond-repair developer that allowing only one coolant flush for the entire duration of a monstrously elephantine map of this order wasn't exactly productive. PGI is clearly going under financially and resorting to under-handed P2W tricks while hoping (unsuccessfully) that nobody notices.

It's time we started voting with our wallets and demanding our rights as a community.

Fix this now.

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Posted Image

Just kidding. I haven't gotten a chance to play it yet.


8/10 Excellent subversion of expectation. Would read again.

Edited by Visyac Cephias, 19 March 2013 - 07:21 PM.


#38 Nankam

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Posted 19 March 2013 - 07:24 PM

It's a good brawler map. A bit odd that they would choose to make such a big map the one that lends itself to the most close-in engangements with all those short hallways, but good for brawls nonetheless. I hope though that after one pure long range map (Alpine) and now one pure short range map, the next one we get is more varied like Forest Colony, which has a nice balance of both short and long range engagements.

#39 xhrit

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Posted 19 March 2013 - 07:36 PM

View PostPale Jackal, on 19 March 2013 - 07:15 PM, said:

The art design of the map is stunning.


It really is.

View PostNankam, on 19 March 2013 - 07:24 PM, said:

It's a good brawler map. A bit odd that they would choose to make such a big map the one that lends itself to the most close-in engangements with all those short hallways, but good for brawls nonetheless. I hope though that after one pure long range map (Alpine) and now one pure short range map, the next one we get is more varied like Forest Colony, which has a nice balance of both short and long range engagements.


Overall this map feels like it plays to all roles well; no matter what your playstyle is you will find a place to excel at your chosen mech. Even the increased temperature compared to other maps was a good idea; because it is a static heat penalty, in the end it only serves to lower the heatscale, which many people have requested anyway as it creates more tactical and less spammy battles.

View PostOy of MidWorld, on 19 March 2013 - 03:52 PM, said:

The best map so far. And it feels the most... MECHWARRIOR


Yeah, this is the only map so far that looks like without a doubt that you are on an alien planet that is far from earth...

#40 armyof1

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Posted 19 March 2013 - 07:39 PM

View PostSilentSooYun, on 19 March 2013 - 07:12 PM, said:

I was that LRM Cat :rolleyes: My teammate was caught on the terrain behind us while I was actually bingo ammo. I lured the PB into the open with that JJ stunt, TAGed her up, and let his Jager finish her off.

Overall, I felt this was a very fun map. It's large, but with loads of interesting terrain that both funnels the action and varies the approach. Long range was prevalent with some nasty sniper corridors, but the terrain was broken enough to make brawlers a legitimate threat. Jump jets make life OH SO MUCH easier and interesting, but are hardly necessary.

It did feel like we weren't using the entire map, but that might be different with Conquest. There might also be something of a "side bias", but I can hardly confirm that with just three matches... only that we won two on the upland side and lost the one on the downland side.


Oh yeah it was the Jager-turret that got stuck who fired the killing missiles, that's right! And higher ground base tends to be the better one to start from, but of course it'll take quite a few matches to test out more of that big a map.





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