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Tourmaline Desert: The Best Map To Date


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#41 Teralitha

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Posted 25 March 2013 - 08:40 AM

View PostDennis de Koning, on 25 March 2013 - 08:33 AM, said:

Glad (most of) you all like this map.
We all busted a nut over this one and appreciate the positive feedback.

DdK


Ignore the oddballs. The map is about as close to perfect as its gonna get. And to be honest, (like morson said... ptooy) This map blows away all your original maps and honestly you could just remove all those maps from the cycle... You can keep alpine too, though it does need some tweeking. Glad you guys are getting this feedback.

#42 Teralitha

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Posted 25 March 2013 - 08:45 AM

Oh and BTW, can you please increase the time limits on these new larger maps????? It needs to be done.

#43 zraven7

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Posted 25 March 2013 - 08:51 AM

This map has so many opportunities for ambushes, it's really amazing. It's one of the first maps where I really had an "OH, CRAP, RUN!!!", moment. I d agree with the above posts about having a cold, night version. Would be really interesting to see in thermal and NV.

#44 Almeras

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Posted 25 March 2013 - 02:44 PM

/agree

But with a few exceptions:

Base cap needs timer need upping with the size of the map.
My mech seems to slide sideways/down surfaces my senses tells me it shouldn't (gentle slopes)
Sticky structures. My mech always seems to get tangled up in the broken dropship

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I'd like to see a bigger map where you have 1000m visibility and rolling hills, tunnels and some good looking landmarks forest colony style but with better thought out base positions.

Alpine peaks is my least favourite simply because the scale is out of wack. It feels like it was a regular map blown up x4. As a result the changes in elevation are too sharp to have a good fight, despite its size there only 3 logical routes into combat resulting in either long march or a long wait.





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