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New Map: Canyon Network
#21
Posted 22 May 2013 - 01:08 AM
#22
Posted 22 May 2013 - 01:59 AM
#23
Posted 22 May 2013 - 02:15 AM
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#24
Posted 22 May 2013 - 03:45 AM
#25
Posted 22 May 2013 - 04:28 AM
Tiny maps do not require scouts.
But all this talk about 'poptarts', even in connection and as a possible drawback of this map, isn't justified. Stating that jjs weren't really meant for poptarting is wrong as they are a tool that enables to move in more dimensions. It is the same princible as to peek around a corner for quick shots with a 'grounded' mech. This kind of criticism is rediculous.
And as a player that never used jjs myself yet (just havent gotten around to it) jump jets never felt that they gave some mechs an unfair advantage. Basically you are complaining about somebody that knows how to stay in cover which is what anybody with half a brain will eventually figure out to do. A couple ppl staying in and shooting from cover in conjunction can destroy any blindly marching lemmingtrain. Which is often the case but those lemmingtrains cant be stopped and ppl just feel that uncontrollable urge to blindly march into the middle even when somebody tells them not to do that. They just wanne march on open fields or leave base totally uncovered without even scouting.
So yeah...if you are in a random or even half random team and the other team has 2-4 players that are not professional lemmingtrain conducters, then of course you get blasted away. But thats common knowledge and has nothing to do with jump jets. That is just wrong and doing anything to jump jets would be just as wrong. I've actually managed to land ppcs or lasers even on the first time a poptart peeked 'around' the corner. After a few games on each map you know where they like to snipe from. If you got good aim and fast hands you can easily punish them for peeking just like any other mech can be punished for peeking.
#26
Posted 22 May 2013 - 06:20 AM
#27
Posted 22 May 2013 - 07:27 AM
Oh, and I could care less about the plant life; I am a Mechwarrior, not a botanist, besides, judging by the sky, that's not earth, so who is to say the plant life is to scale or not?
#28
Posted 22 May 2013 - 08:01 AM
#29
Posted 22 May 2013 - 09:13 AM
Some said the shrubbery is too big. Didn't notice but will look for it. Either way it's an alian landscape not Nevada, Terra, circa 2013.
I have to remember to send in my crash file though. Canyon disco'ed me twice last night and a couple of buddies too, which is suspicious. One teammate also saw the return of the 8vs12 team list bug, which I believe he was going to ticket.
So, appearence is interesting and engaging. There might be a bug or two. Looking forward to seeing it again in the random rotation.
#30
Posted 22 May 2013 - 09:49 AM
I love small touches like oil stains on the water surface, guess that's where from the idea for Cobra camo pattern came.
And yeah, I agree that vegetation looks out of scale.
#31
Posted 22 May 2013 - 10:12 AM
#32
Posted 22 May 2013 - 06:49 PM
Blowfeld, on 21 May 2013 - 03:59 PM, said:
I like the style and that it is a very tactical map, where you can plan ambushes, small skirmishes or just nuke from afar.
Also I like those plants, you can even make them bigger. Mammoth is the new decent.
Agree totally. The tactical dynamic of this map is so different to all the others, i have seen more mechs spreading out to find the enemy then tight 8 man clusters just battling at one point. Much more fun where you really dont know where the enemy are going to be. You think this cap is safe? Well let me tell you, hiding round the corner were four mechs and i got toasted! Total surprise lol
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Edited by White Bear 84, 22 May 2013 - 06:50 PM.
#33
Posted 22 May 2013 - 06:51 PM
#34
Posted 22 May 2013 - 07:37 PM
The sky could be a bit more atmospheric too, perhaps a miday moon or some planets, IDK.
#35
Posted 23 May 2013 - 06:38 AM
i saw full out brawls.. I saw where almost everyone squared off in their own little corner for 1 v1 duals.. Its really brilliant.
THe flora is also great.. And how do they figure they are out of scale? so i s elephant grass. THe tree things render a Little weird though.. its hard to even look at them, even though they are cool in a computer generated kind of way.
THe map is just fantastic for combat.. I think it will even hold up over time, it just seems to be perfectly mapped out..
#36
Posted 23 May 2013 - 08:06 AM
John MatriX82, on 22 May 2013 - 01:59 AM, said:
I agree. I had an atlas pegging me with LRMS from the top level of a canyon that was two canyons over from the one I was at the bottom of. Even though i was hugging the canyon wall he could still hit me with every missle. That and dancing with an enemy raven, I ended up cored.
#37
Posted 23 May 2013 - 10:12 AM
#38
Posted 23 May 2013 - 03:48 PM
I seem to lose my stomp sound effects when walking through the dump. All the other Mech ambiance is there (torso, reactor etc). Would be cool if there was a separate sound for crunching over garbage and metal, as opposed to the same old snow and generic stomp.
Would also be cool to see a few "off-road" trails winding through the hills. Just a little something to make me feel huge and mech-like.
#39
Posted 23 May 2013 - 06:43 PM
#40
Posted 23 May 2013 - 07:34 PM
Night version (TBA i hope) should include some tunnels or something XD
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