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5 Out Of 5 Stars For Tourmaline Desert


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#21 Khobai

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Posted 20 March 2013 - 04:05 PM

Yep alpine should have tons of trees, thats why its so bland looking. Trees can easily survive -18C, thats nothing compared to trees in the Yukon which survive -50C winters regularly. Given its size, Alpine should have more trees than any other map.

Edited by Khobai, 20 March 2013 - 04:08 PM.


#22 Exoth3rmic

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Posted 20 March 2013 - 04:09 PM

I do like Tourmaline, it does make all the other maps look a little shabby and "last generation" though.

With its colour scheme it also seems to be much less impacted by the post processing effects, which means more of it is visible for me. Which is a boon.

#23 The Silent Protagonist

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Posted 20 March 2013 - 04:12 PM

Hear, hear! Tourmaline is a brilliant map. It's got everything from open spaces and tight corridors formed from cliffs, with countless opportunities to flank and outmanoeuvre the enemy. I think more large maps is great, it bodes well for the future plans of larger games. Also, it is more true to life: There are no walls on the battlefield, which cannot be circumvented. There is always another way, and that is what I love about tourmaline! (On top of the awesome other-planet vibe and silver crystals)

#24 Jerod Drekmor

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Posted 20 March 2013 - 04:26 PM

For all those ppl saying trees should grow on freaking mountains....http://en.wikipedia.org/wiki/Tree_line learn new thing.....High in mountains trees donst grow.
BTW, Congrats on Desert map....now we need big/dence urban map and dune/sand map.

#25 Kobold

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Posted 20 March 2013 - 04:37 PM

Pros:
  • Big!
  • Enough cover that shorter range mechs can actually close
  • Pretty
  • No stupid fog!
Cons:
  • It is really easy for two teams to "miss" each other on assault. Caustic and Alpine, due to lack of cover, allow you to see fairly early whether the other team is going a different direction.


#26 Gremlich Johns

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Posted 20 March 2013 - 04:40 PM

Indeed! I really prefer larger maps because it gives a team the opportunity to maneuver, set up the meeting engagement and then jump right in to a great battle.

This one is just plain beautiful. Now, f you could just recreate some of the MW4/Mektek/NBT maps.....

Edited by Gremlich Johns, 23 March 2013 - 12:10 PM.


#27 darkfall13

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Posted 20 March 2013 - 05:26 PM

View PostJerod Drekmor, on 20 March 2013 - 04:26 PM, said:

For all those ppl saying trees should grow on freaking mountains....http://en.wikipedia.org/wiki/Tree_line learn new thing.....High in mountains trees donst grow.
BTW, Congrats on Desert map....now we need big/dence urban map and dune/sand map.


Thank you, and arctic environments are mostly tundra and permafrost. Though this is more mountainous, but still the same applies, the site says -18C for Alpine, but in game it says considerably colder.

#28 Steinar Bergstol

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Posted 20 March 2013 - 05:58 PM

View PostKhobai, on 20 March 2013 - 02:40 PM, said:

3) Alpine needs more trees!


No it doesn't. It looks pretty much exactly the way the windswept, freezing top of a northern mountainrange looks. You won't find much in the way of vegetation in such places beyond some very small trees and shrubs clawing their roots into the frozen soil and rock along with the moss and lichen. It reminds me very much of some of the mountainous areas here in Norway, in fact.

#29 Nathan Foxbane

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Posted 20 March 2013 - 06:26 PM

View PostKobold, on 20 March 2013 - 04:37 PM, said:

Cons:
  • It is really easy for two teams to "miss" each other on assault. Caustic and Alpine, due to lack of cover, allow you to see fairly early whether the other team is going a different direction.


This is a good thing. It encourages proper scouting and situational awareness instead of absurd I find the other team instantly so I will just go kill stuff mentality of far to many light pilots and the "oh the scouts will tell us everything in the first thrity seconds" of many others.

#30 Tarman

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Posted 20 March 2013 - 06:35 PM

View PostSteinar Bergstol, on 20 March 2013 - 05:58 PM, said:


No it doesn't. It looks pretty much exactly the way the windswept, freezing top of a northern mountainrange looks. You won't find much in the way of vegetation in such places beyond some very small trees and shrubs clawing their roots into the frozen soil and rock along with the moss and lichen. It reminds me very much of some of the mountainous areas here in Norway, in fact.



Shhhh! If you tell them that, someone will want to add jackboot-wearing zombies (stupid filter, curbing my sub-referencing). This is the only game left that doesn't have them.

#31 Odanan

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Posted 20 March 2013 - 06:46 PM

Loved the map! Beautiful, and really alien world - something only good science fiction can provide.

Besides, I was able to bring terror with backstabs (alpha the back of the enemy and vanish) on my Cicada X-5. First time I got that mech right - it was very, very fun.

#32 mekabuser

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Posted 20 March 2013 - 06:52 PM

As far as I can tell, there are all kinds of places to go and attack the enemy that are viable, unlike say the outer edge of frozen city which is off the map essentially..
Not only do i feel this, but Ive seen it many times on the new map.

The funny thing is, you can also go slightly out of your way to establish nice flanks on alpine also. Its just that people dont.
I run my spider alot and I cant tell you how many times i would set up on an outer flank on alpine, give my coordinates to team and tell em to set up on opposite flank. . Its quite beautiful watching the enemy taking fire from two ,3 directions , essentially netting them even closer together.
Alpine I think... is better than it gets credit for.. Sure it suffers from cap warriors, but so does every map

visually, well its a home run. I think its far and away the best.
+1 for enviromentals, storms etc.. Like the idea of crazy heat
mwll had much more active environments including tornado type storms that could actually lift mechs/vehicles. Oh .. and the day night heat cycle of extremity was awesome.. Imagine, from bitter cold to searing heat in a few moments. Ah good times..
which reminds me.. iirc, small moon? why high gravity.. Should have the lowest gravity yet to offset the pain of the heat.

Edited by mekabuser, 20 March 2013 - 06:55 PM.


#33 redlance

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Posted 20 March 2013 - 06:57 PM

HERE HERE!

#34 Lokust Davion

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Posted 20 March 2013 - 07:03 PM

View PostxFINZx, on 20 March 2013 - 02:34 PM, said:

I just had to go on record for this map. This is far and away the best map so far imo. It has a great alien world feel to it with fantastic detail. It offers narrow corridors that open up to massive open areas. The ability to climb the massive crystal formations adds a great factor to how the map can be played and then the steep cliffs that can drop you into a crater with only one way out. Great stuff! Kudos the guys that made this map. Im looking forward to what you come up with next.


tourmaline makes alpine looks bland and 'meh' in comparison.

#35 Valore

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Posted 20 March 2013 - 07:23 PM

Much better than Alpine. As all the posters behind me have said, Alpine is just soulless, empty and bland. Desert at least looks interesting and has places you'd go for strategic value.

#36 Nathan Foxbane

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Posted 20 March 2013 - 07:40 PM

Anybody else like the little dust devils that swirl up and then die just as quickly in various places? Just a fun little environmental imersion factor.

#37 Greyfyl

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Posted 21 March 2013 - 08:14 AM

View PostTarman, on 20 March 2013 - 03:47 PM, said:



Like it matters to you, you're just going to quit the map anyway.


Exactly. I am going to quit it. It's pointless to have to spend 7-8 minutes to do exactly what happens on the regular sized maps in 2-3 minutes at most. If you love it, great! I am truly happy for you, but as far as I know, there is no law that states that because you love them, I have to tolerate them.

View PostNathan Foxbane, on 20 March 2013 - 06:26 PM, said:


This is a good thing. It encourages proper scouting and situational awareness instead of absurd I find the other team instantly so I will just go kill stuff mentality of far to many light pilots and the "oh the scouts will tell us everything in the first thrity seconds" of many others.


This doesn't happen when you pug, regardless of the map size.

Ok, maybe once a month.

#38 Chazer

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Posted 21 March 2013 - 08:23 AM

View PostGreyfyl, on 20 March 2013 - 03:21 PM, said:


Thank god someone in here gets it. Making big maps for the sake of making big maps is just well....very PGI.


They have stated that the bigger maps are for the purpose of implementing 12v12 and attempting to encourage teams to break up into lances to accomplish objectives.

#39 rgreat

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Posted 21 March 2013 - 08:29 AM

View PostSteinar Bergstol, on 20 March 2013 - 05:58 PM, said:


No it doesn't. It looks pretty much exactly the way the windswept, freezing top of a northern mountainrange looks. You won't find much in the way of vegetation in such places beyond some very small trees and shrubs clawing their roots into the frozen soil and rock along with the moss and lichen. It reminds me very much of some of the mountainous areas here in Norway, in fact.

Summer:
Posted Image
Winter:
Posted Image

Amount of vegetation is depend on climate and height of the place.

Edited by rgreat, 21 March 2013 - 08:34 AM.


#40 Ngamok

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Posted 21 March 2013 - 08:42 AM

View PostGeneral Taskeen, on 20 March 2013 - 03:10 PM, said:

85% unused space, the other 15% is the used space straight down the middle of both maps. Pointless.

I give PGI -4 stars for trying to make big maps work for game modes meant for small maps.


Not true, because now I can sneak around in my Cicada and spot really easy.





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