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New Map: Canyon Network


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#41 Tharkan Stuermer

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Posted 23 May 2013 - 08:24 PM

Good work. I like the map very much :P

#42 The Mech behind you

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Posted 24 May 2013 - 02:04 AM

Great map. While the last two maps favored long range builds this one has a place for all mechs. From the receiving end I can tell LRMs work well on this map. Also Snipers, had no problem when trying a Sniper build. Brawlers and Lights have a great time too. Moving sneaky through the Canyons till they're in range for an ambush.

Also I like those alien looking plants but vegetation is bit too large, isn't it?

#43 ho1mes

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Posted 24 May 2013 - 07:00 AM

Good map. Plant life is kind of out of scale. Needs more green along the winding river. Aside from that I like the different heights and angles you can engage the enemy. Nice work.

#44 Butane9000

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Posted 24 May 2013 - 08:59 AM

So far I like this map. Provides some unique fights. I know it will improve once the LRM fix is in.

#45 Moonsavage

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Posted 25 May 2013 - 09:40 AM

I love this map - well done guys.

#46 FuzzyLog1c

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Posted 25 May 2013 - 10:05 AM

Worst map yet, technically speaking. No alternative routes that permit strategization or lone wolf mechs of different weight classes. Feels like someone wanted to build the Factory from MW4: Mercs.

Also, get your scale right. Canyons like that are carved out of rock by rivers over millions of years. You don't get those kind of sheer rock faces on such a small scale. What was a river slowly becomes a gorge and then a canyon. Also, shrubs aren't 40 feet high. Fix it.

Posted Image

Edited by FuzzyLog1c, 25 May 2013 - 10:09 AM.


#47 Versak

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Posted 25 May 2013 - 02:02 PM

I get jumpjets are supposed to be an advantage in the game and this map caters to that, but they just entirely dominate the map. There should be more ramps up. Having said that, you can walk up bizarrely steep cliffs sometimes (especially ridiculous in Alpine) which also shouldn't be the case. The thing with that is it's about memorizing which bits let you walk up rather than being able to really see it. Also, a lot of the terrain hitboxes are really bad, which is consistent with every other map.

Edited by Versak, 25 May 2013 - 02:03 PM.


#48 MasterBLB

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Posted 26 May 2013 - 07:25 AM

The map looks quite nice,but it has several serious issues:
1)Slow mechs,especially stalkers have problems to climb up canyons walls which looks possible to climb up (some problem like central entrance to tunnel in Frozen City)
2)Many invisible obstacles,sometimes I can shoot 1.5 cm away of a rock and my shoot is blocked

#49 LtPoncho

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Posted 26 May 2013 - 11:12 AM

Definitely a good map; the terrain is a great addition. It's definitely not as big and massive as they hyped it; why so small? The garbage dump area is cool, and it suppresses your footsteps.

#50 Deathlike

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Posted 26 May 2013 - 03:50 PM

The only thing that's wrong with the map is how the sun is reflected in the water. It doesn't look quite right...

#51 Doxylicious

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Posted 27 May 2013 - 09:32 AM

Nice map to see but it feels its in a early beta stage. It feels like its not done yet by a long time.

-Plant life to big, feels like playing a normal shooter
-strategic testing on this map is hard with wallhack aka seismic sensor still around
-Its needs a night version!
-Its needs tunnels or big underground complex
-texturing can be done much better. looks like a 6 year old game.

#52 frag85

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Posted 27 May 2013 - 05:17 PM

View PostDoxylicious, on 27 May 2013 - 09:32 AM, said:


-Its needs a night version!



Night time, full moon(or planet??) and starscape so there's no need for green-/gray-o vision. Or better yet, changing time that cycles night/day, start time is random so sometimes its dusk, sometimes dawn. But I guess this is a pipe dream coming from PGI.

Edited by frag85, 27 May 2013 - 05:18 PM.


#53 sarkun

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Posted 28 May 2013 - 11:22 PM

Overall I like it, the palette and looks in general are great. The feel of multiple trenches is also cool, wish it was bigger though. Also, I feel like most of the canyons are all of the same depth, the flat land also seems disturbingly even - the whole battlefield feels artificial - forest colony does this so much better.

#54 Morang

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Posted 29 May 2013 - 01:49 AM

View PostDeathlike, on 26 May 2013 - 03:50 PM, said:

The only thing that's wrong with the map is how the sun is reflected in the water. It doesn't look quite right...

It's totally right, I like it. Because it's not just the water. If you follow the river, you will see pollution, probably some hydrocarbons, being wasted in this river from pipes. That's where this rainbowish reflection begins. Think of thin film of something oily on the water surface.

This map is an eye candy. Though not without flaws, I like to see native plant life (not generic spruce trees in 85 celsius Caustic Valley. BTW, how do you know which scale is right for extraterrestrial plants... this planet has reduced surface gravity, after all), anthropogenic pollution (chemical waste from pipes, garbage from crawler trucks), blue terrestrial summer sky with beatiful planetoids (something MWO maps lacked for long... it was either overcast, or winter, or yellow, or night, or non-terrestrial, or some combination), distant background city and spaceport... Maglev line is nice too.

Though I'd like to see maglev train or just maglev car as well, perhaps not moving, just abandoned or crashed somewhere. Oh, and maybe distant battle around dropship spaceport - flak tracers, aerospace assets engaging, dropships coming in from time to time like on this beautiful new background - same way you already did it on River City.

Whichever team made your recent 3 maps, perhaps you should have them to retouch your older maps. Either they are new or learned better.

Edited by Morang, 29 May 2013 - 11:03 AM.


#55 Morang

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Posted 29 May 2013 - 02:07 AM

BUT, whoever writes fluff for your maps should think a little about what he does. Look at this, number of satellites = 0? With two planetoids occupying large portion of the sky? ORLY? Either there are satellites, or this planet can be considered satellite itself, then write it into the fluff about the map (or "position in system = 2, satellite")

Edited by Morang, 29 May 2013 - 02:08 AM.


#56 Mrllamaface

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Posted 29 May 2013 - 07:19 PM

I like the map, but it feels too small to me. Perhaps it is because I was imagining a large "maze" of canyons, and well it isn't very large or maze like. I also feel that the canyons themselves are a bit small, they are more like arroyos than canyons. I for one don't mind the large vegetation as I just assumed it was an alien planet. I personally would enjoy the map a bit more if it was larger, and the canyons were more difficult to get out of and deeper.

For the maps in general I feel that they are all missing soft cover. Something that obscures L.O.S. but that can still be shot through (i.e. the trees on forest colony).

#57 Deathlike

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Posted 29 May 2013 - 09:39 PM

View PostMorang, on 29 May 2013 - 01:49 AM, said:

It's totally right, I like it. Because it's not just the water. If you follow the river, you will see pollution, probably some hydrocarbons, being wasted in this river from pipes. That's where this rainbowish reflection begins. Think of thin film of something oily on the water surface.


That's not really it. I don't have problems with the pollution... but the sun's reflection in the water is simply not realistic. On my screen, it looks like a badly pixelated object... as if there were clouds or some background cliff blocking it..

#58 pow pow

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Posted 29 May 2013 - 11:34 PM

Hello,

I love Canyon network, could play it 24/7 and wouldn't care. It has water, trees, hills, valleys, bridges, it borders a town, open spaces but also tight canyons.. making alot of builds very viable and consequently every match i play feels somewhat different. very very nice!

Unlike alpine which is a soddy excuse for a map. Please fire the person who designed alpine. he clearly has no concept of map-making or he is an extraordinary slacker and taking advantage of you. That map has nothing, only mountains, snow and rocks. and some buildings at start that serve no purpose whatsoever. It makes me wanna shoot my team-mates every time i drop in it, just to make it end a bit sooner. (though I am a stats *****.. so i don't do that, I just wish inside my head all sorts of terrible things happening to the person that designed it.)

regards,

#59 Corvus Antaka

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Posted 29 May 2013 - 11:47 PM

map is awesome. the 3D nature of it and the levels is amazing. would love to see more tunnels and stuff like this on other maps.

my only gripe is the map is just a touch to small. would love a little more room to sneak around & strategize/ambush, etc. flanking kappa side leaves very little room for stealth if the enemy goes that way too.

a tunnel or 2 going through the mesas would be awesome too. more tunnels and caves please ;)

Edited by Colonel Pada Vinson, 29 May 2013 - 11:48 PM.


#60 Koniving

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Posted 30 May 2013 - 11:50 AM

I don't mind the tree size, but I am in agreement the grass seems a little large.
Shots by Lordred.
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Wondering why only some plants are blue but not others.

Otherwise it's actually one of the best maps yet. Still looking forward to more urban areas, mining colonies, etc.





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