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Best Map Ever.


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#41 Budor

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Posted 19 March 2013 - 07:42 PM

View Postxhrit, on 19 March 2013 - 07:36 PM, said:

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...


Finally. Earthlike stuff has been done to death, and some has been really good (in other games).

#42 Viper69

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Posted 19 March 2013 - 07:43 PM

My very first match I got dropped on it and have to say it is vast and very fun. I wish you guys could remake the core maps into something large like this.

#43 Ialochin

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Posted 19 March 2013 - 07:49 PM

I've only done the testing grounds tour...

But it feels like a Halo level.

I keep expecting Covenant dropships or waves of Flood to appear.

Actually both would be pretty awesome if we had our mechs.

#44 Tragos

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Posted 19 March 2013 - 07:57 PM

We had a few matches on this map and liked it very much so far. There is a really interesting "high ground" in the center which one side can capture quite easily and thus seems to have an advantage over the other team - although since we knew this after the first match we circled round and attacked the center (where theta would be) from epsilon - which in turn provided an even better high ground. They just had 3 possibilites:
Charge through the valley and attack quite a steep hill - or circle around while probably getting shot at - or evade and fall back.
( btw, I never thought a Phract could look that TINY from above. )

First map where scouts and tactics REALLY make a difference. Well done!

#45 Gaan Cathal

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Posted 19 March 2013 - 09:18 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.


Posted Image


Also, map is awesome. Almost as good as the above post. Almost.

#46 Mechwarrior Buddah

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Posted 19 March 2013 - 09:22 PM

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


it is so epic.Posted Image


Oddly that reminds me of a map from LL

View PostGeneral Taskeen, on 19 March 2013 - 06:02 PM, said:

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.


or "kill the other side" mode :P

#47 Jordan Youngblood

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Posted 19 March 2013 - 09:42 PM

Absolutely my favorite map, by far. Great job PGI! Interesting terrain of varying heights, many different paths, and lots of cover to be used while still enough open spaces and sniping spots to make long range weapons effective.

Oh, also...its alien looking, and beautifully so! I am now hoping for it every time I drop

(...and still praying for NOT River City Night every time)

#48 Mister Haha

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Posted 19 March 2013 - 10:28 PM

great map for all the nooks and crannies. looks great and i love the oldschool mechs trashed in the dirt.

terrible map for the last couple assaults in the middle of the map while the lights go to cap their base. you're better off in alpine peaks for that scenario even! :P

i'm starting to pick faster mechs as the maps are released. a slow mech in these huge expanses is just asking for some good LRM pounding. alpine peaks moreso - i like how there's lots of interesting cover on this new one.

Edited by Mister Haha, 19 March 2013 - 10:29 PM.


#49 Keigo

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Posted 19 March 2013 - 10:51 PM

Glad I'm not the only one that fell for the troll post, lol. But yeh, I agree with most people here. It's a good map, plenty of options to flank, engage in long or close range fights. Not too difficult to spot the enemy before it turns into a base cap race (I only play the assault mode) but still plenty of large/high obstacles around to allow movement without being spotted too early on like in Alpine. Overal well balanced, imo. Well done :P

#50 jtyotJOTJIPAEFVJ

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Posted 19 March 2013 - 11:03 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.

10/10 got mad. Excellent choice of words.

#51 Sean von Steinike

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Posted 19 March 2013 - 11:04 PM

First rate map!

#52 Malora Sidewinder

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Posted 20 March 2013 - 12:33 AM

I'm conflicted about this map.

On one hand, it's beautiful, yet graphically unimpressive. it's the same (admittedly good looking) textures over and over.

it's EXTREMELY well designed from a balance standpoint.
Each team has access to multiple flank points, firing lines, snipe vantages, and cover. You have enough room to move intelligently and it rewards the use of positioning and requires you to use proper unit cohesion in order to stand a chance.

Furthermore, Tourmaline even though there are tight corridors, you've got more than enough room to fit a 16 mech brawl in any one of them, which gets quite crazy.

It's extremely well done... but it's just SO DAMN BIG.
and that's my problem, but i recognize that had it been smaller, it wouldn't be nearly as good.

one thing that i feel is a valid complaint, however, is that if your team splits up into small groups and each group heads forward for a different path, there's PLENTY of opportunity for a scout to hit your base... and nothing is more damning in this game than being mid firefight in the center of the map and seeing BASE UNDER ATTACK.

#53 Solis Obscuri

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Posted 20 March 2013 - 12:38 AM

Seriously, it's terrifically immersive - everything about the environment is so truly alien it's almost disorienting to the senses. And the level of detail in the environment and the wreckage scattered around the center of the map is stunning.

And the size and variety of avenues of approach will be great once we go 12v12.

Posted Image

Posted Image

#54 The Garth

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Posted 20 March 2013 - 12:40 AM

haven't seen it yet until then its a myth like dry land

#55 Grand Ayatollah Kerensky

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Posted 20 March 2013 - 12:47 AM

I really like this map. The long sight lines plus lots of cover make it a challenge for brawlers and long range builds. Well done, PGI.

#56 Steel Claws

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Posted 20 March 2013 - 01:32 AM

Is it just me or is this so much like the planet Crematoria in the Chronicles of Riddick?

#57 Farpenoodle

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Posted 20 March 2013 - 02:14 AM

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.

9/10 Totally got me especially since I'm reading on a smartphone. I was like "jesus christ THESE PEO....... GOD DAMNIT" upon scrolling down.

#58 marabou

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Posted 20 March 2013 - 02:35 AM

Very beautiful, strange alien landscape, but not for this game.

#59 Noth

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Posted 20 March 2013 - 02:39 AM

They need to fix the issues of capping and resource gathering on these large maps. Other than that I like this map. I like it a lot alot of my issues with Alpine simply don't exist here. There are multiple approach angles that have cover in them without doing away with sight lines and that was my biggest issue with Alpine, there was pretty much no cover in all the sight lines.

#60 xhrit

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Posted 20 March 2013 - 02:40 AM

View PostMalora Sidewinder, on 20 March 2013 - 12:33 AM, said:

It's extremely well done... but it's just SO DAMN BIG.
and that's my problem, but i recognize that had it been smaller, it wouldn't be nearly as good.

one thing that i feel is a valid complaint, however, is that if your team splits up into small groups and each group heads forward for a different path, there's PLENTY of opportunity for a scout to hit your base... and nothing is more damning in this game than being mid firefight in the center of the map and seeing BASE UNDER ATTACK.


It does seem like it was made for 12 v 12... or maybe even 16 v 16!





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