


New Map: Canyon Network
#41
Posted 23 May 2013 - 08:24 PM

#42
Posted 24 May 2013 - 02:04 AM
Also I like those alien looking plants but vegetation is bit too large, isn't it?
#43
Posted 24 May 2013 - 07:00 AM
#44
Posted 24 May 2013 - 08:59 AM
#45
Posted 25 May 2013 - 09:40 AM
#46
Posted 25 May 2013 - 10:05 AM
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.

Edited by FuzzyLog1c, 25 May 2013 - 10:09 AM.
#47
Posted 25 May 2013 - 02:02 PM
Edited by Versak, 25 May 2013 - 02:03 PM.
#48
Posted 26 May 2013 - 07:25 AM
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
Posted 26 May 2013 - 11:12 AM
#50
Posted 26 May 2013 - 03:50 PM
#51
Posted 27 May 2013 - 09:32 AM
-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
Posted 27 May 2013 - 05:17 PM
Doxylicious, 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
Posted 28 May 2013 - 11:22 PM
#54
Posted 29 May 2013 - 01:49 AM
Deathlike, on 26 May 2013 - 03:50 PM, 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.
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
Posted 29 May 2013 - 02:07 AM
Edited by Morang, 29 May 2013 - 02:08 AM.
#56
Posted 29 May 2013 - 07:19 PM
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
Posted 29 May 2013 - 09:39 PM
Morang, on 29 May 2013 - 01:49 AM, said:
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
Posted 29 May 2013 - 11:34 PM
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
Posted 29 May 2013 - 11:47 PM
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
Posted 30 May 2013 - 11:50 AM
Shots by Lordred.


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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