Glowing Review: First Time In Canyons.
#41
Posted 23 May 2013 - 10:00 AM
#42
Posted 23 May 2013 - 10:27 AM
#44
Posted 23 May 2013 - 06:34 PM
#45
Posted 23 May 2013 - 07:56 PM
#46
Posted 24 May 2013 - 02:26 AM
Sephlock, on 23 May 2013 - 07:56 PM, said:
Weak!!! Those damn things have turned into tactical nukes!!! I used to get worried when seeing some heading my way, but now i scramble for cover!
#47
Posted 24 May 2013 - 08:36 AM
I hope they tweak the rest of the maps a little like this one or implement more maps with so many good details
#48
Posted 25 May 2013 - 07:00 AM
It will be even better when the base has defenses that can hold out until the team can get back to repel invaders. That or when there is a TDM mode.
#50
Posted 26 May 2013 - 07:45 PM
#51
Posted 28 May 2013 - 09:32 AM
#52
Posted 28 May 2013 - 11:35 AM
Fooooo, on 23 May 2013 - 05:29 AM, said:
It does feel a little down-scaled somewhat.
I think slightly enlarging some of the bits of the terrain may fix that, or just enlarging the whole map a little. However doing this in the sandbox means you cant increase it by half or quarter afaik.
So a 2048x2048 terrain mapped at 2m a pixel, the only amount larger they can go is either 4096x4096x2m, or 2048x2048x3m, which means a scale up larger than I would think is needed.
Other then that, its one of the best detailed maps so far imo. This and the (old version) of forest colony seem to be the best looking ones. Tourmaline is also quite nice imo even tho its a desert.
Maybe the devs can set up a couple of NPC Galleon light tanks to go zooming through at random to give a sense of scale...
#53
Posted 29 May 2013 - 07:40 AM
A few NGNGs ago someone from PGI mentioned that they based it off their favorite Battlefield 1942 map.
I have been trying to figure it out and my best guess from my old memories of a 11 year old game would have to be the Gazala Line: http://battlefield.w...com/wiki/Gazala I really want to see El Alamein remade into a MWO map (just put some wind turbines on the central mountain range and you are set).
One thing, messin about canyons in the testing ground, I jumped up out of the canyon bowl by the trash area. What I saw made me wish we had a map like that. Mostly flat open dry desert with low rolling hills/dunes. From a distance, they seem small and insignificant.. But up close these dunes are big enough to hide a mech. Tourmaline is great, don't get me wrong. I was hoping we would get a more standard rolling sand dunes type of desert map before the exotic one.
#54
Posted 29 May 2013 - 08:03 AM
NRP, on 28 May 2013 - 09:32 AM, said:
I 100% Agree
Sorry to the designer(s) of Alpine, but that map is an abomination. Terrible balance and flow. I really hope that map sees a MAJOR rework soon.
#55
Posted 30 May 2013 - 04:25 AM
#56
Posted 30 May 2013 - 07:37 PM
caustic valley also suffers the same "artificial feel" problem. once you go beyond the edges of the map you see nothing. its kinda like youre inside a hollywood studio instead of being on a real environment.
#57
Posted 30 May 2013 - 09:41 PM
#58
Posted 31 May 2013 - 02:17 AM
Fiona Marshe, on 30 May 2013 - 09:41 PM, said:
What they should have done is a create a properly built large map (the size of alpine) then put on boundaries around the map to limit its size. Right now when you look beyond the boundaries on canyon (and other maps too) it feels unfinished. Has this ever been brought up? Maybe I should post this question on Ask the Devs.
#59
Posted 31 May 2013 - 07:46 AM
John McFianna, on 21 May 2013 - 09:43 PM, said:
Also, my only point of critique: Some of the "grasses", eh "plants that look like grass patches" would be what, 3 Meters high? Kinda breaks the "im in a 15 meter Mech" disbelief, but the map otherwise is neat!
How do you know how tall alien grass should be ?
#60
Posted 31 May 2013 - 11:17 AM
Unfortunately, for every match I get on Canyon, I get 4-5 on Tourmaline (meh, tolerable) or Alpine (ghastly, just horrific).
I am still not entirely convinced that Tourmaline and Alpine got taken off heavy rotation.
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