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New Map - Terra Therma


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#121 Sable Dove

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Posted 31 July 2013 - 06:56 PM

Worst map yet. (For the available game modes.)

It's just dark enough that I spend about 100% of the time with green mode on.

Weird slopes. Like, not being able to get on the centre platform despite it being a bridge that is horizontal. Why are there invisible walls on the bridges to the platform?

Almost every match ends in a base cap. I've spent at least one game where at no point was I less than a kilometre away from any enemy. And then we lost by cap. Yes, my idea of fun is definitely plodding along in a mech for six minutes, engage nothing, and lose with zero hope of getting back in time.

It would be good for an attack/defend game mode with random start locations/objectives. Unfortunately, the current game modes are awful, and this map suits them as little as possible.

#122 BeezleBug

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Posted 31 July 2013 - 09:02 PM

This map is buggy as hell, Terrain collision mess-ups. The Cases in the middel, really, the whole middle of the map is way to small.
U cant find anything, one lost mech can run for ever on this map, no way u can find him.
After one year of beta, u make such a bad designed map. It looks nice but, thats all. the play on this map is really really bad.
back to the design board and out of the map rotation, needs a lot of work.

Edited by BeezleBug, 31 July 2013 - 09:04 PM.


#123 x CRASH x

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Posted 31 July 2013 - 09:32 PM

I haven't gone over all the replies, so I'll just add what I've seen:

1) Hit boxes around terrain edges: I can see a clear shot, but it's blocked by invisible terrain.

2) Random terrain effects on speed. Running a Jenner I've had smooth runs where terrain doesn't affect the speed, and then on other drops the SAME terrain will slow me down to as much at 70kph. (max 138)

3) random heat spikes: I can run through lava in some places, including the main river, and heat is negligible. But there are spots where the heat suddenly spikes to 80+!

4) Random Theta locking to one side in Conquest. Whoever gets there first keeps it. The opposing team can't flip it. (I've seen this on other maps.)

5) Score climb (Conquest) isn't affected by flipping caps. In a match where Theta was locked it was the only cap the opposing team had, but their score climbed with ours.

#124 Dashwood Fox

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Posted 31 July 2013 - 09:34 PM

Nice map. Good size for 12v12.

#125 Redbeard the Elder

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Posted 31 July 2013 - 09:40 PM

View PostNomk, on 30 July 2013 - 06:01 PM, said:


I have the exact same problem with a Raven 3L (XL 295)

Going uphill I average about 40-60 KPH.

Going downhill it's even worse, everytime there is a pothole or slight drop the KPH drops to 0 and starts all over, in my spider or jenner, no problems.

Edit: Dropped a different game on this map and my Raven ran up and down hills fine but a spider in my clan had the problem described above. So I'm not sure if it's a start placement or just a random bug.



Same problem with my 3L. It was like it was stumbling over every pebble, then the next drop it was fine.

#126 Modo44

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Posted 31 July 2013 - 10:35 PM

Or maybe dude had cooling shots.

BTW, the lava heat should break heatsinks, not just do negligible leg damage.

#127 Thorqemada

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Posted 31 July 2013 - 11:40 PM

I have not encountered significant trouble yet.
Lava seems less of a treat outside of the Volcano and heats up moderately - inside i got damage quite fast but was already hot and torn.

#128 Asmosis

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Posted 01 August 2013 - 12:31 AM

View PostdustNbone, on 30 July 2013 - 11:54 AM, said:

I think we will find a way to play it. Base guarding and fast lights might have to be part of the game.


Indeed. Alpine was the same originally, and granted most fights take place at epsilon if your not a fast mech but it works pretty well. Soon corridors will be established and a "popular" meeting place will eventually become the default like alpine or tourlamine. They really need to fix the OOB in C3 though, almost the entire sector is OOB. you can even driver around behind it somewhat safely from B3.

#129 Rhalgaln

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Posted 01 August 2013 - 12:55 AM

In 8 man drops this will be the map with most ties.

In normal games it will be the map with most caps.


I think this is no map for current drop modes.

#130 C E Dwyer

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Posted 01 August 2013 - 01:11 AM

Looks lovely, my initial thoughts are its going to take some brains to play, and that seems backed up by some of the bleating here, just like when alpine and canyon we're introduced.

You need more staff finding the bugs and invisible walls, etc . Also you could have used the 3rd test session (the one you cancelled) for an early access and bug hunt, to tweak this map before it went live, which I hope you'll do in future

#131 Tarby

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Posted 01 August 2013 - 01:14 AM

MWO needs better gameplay modes for this map. I don't play conquest mode anyway (not even in other games), assault is 6 minutes of stomping in an assault to either win or lose by cap without seeing the other team, or win or lose by cap and see a handful of the other team and skirmish.

#132 Jam the Bam

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Posted 01 August 2013 - 01:18 AM

One of the spawn points allows you to spawn with your legs inside a building, leaving you stuck for the duration of the match.

Have screens at home (at work just now)

There's a set of low, knee high, boxy structures at one of the spawn points, it is way too close to one of the spawns.

#133 JimboFBX

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Posted 01 August 2013 - 01:31 AM

If you jump jet over lava you take heat, regardless of how high you are. This is also true if you jump jet over a bridge that's over lava, even though you wouldn't take heat for walking over the bridge.

Likewise, when jump jetting I've seen my heat spike up to a minimum of 24

#134 gaSyeraSS

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Posted 01 August 2013 - 01:45 AM

1) Many collision bugs, iE. E6 near the Center there you can get easily stuck into wall and "fall through the map", happend a couple of times to me using jump jets

2) Kens&Barbies Toys??? (Vehicles) at the Center of the "Arena"? These vehicles/objects look kinda small...

3) some "invisible walls" all around the map, you can see but not pass/shoot i.E
D3, 2786.3//4626.7//269.0 facing 174Deg. the Stone to the left is bigger as it looks like

#135 Leafia Barrett

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Posted 01 August 2013 - 04:43 AM


Now with non-glitchy music!
Again, to summarize, 1min 30sec to eat through 28HP (per leg) to kill a trial Commando from full HP.

#136 Gulinborsti

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Posted 01 August 2013 - 05:48 AM

From a design point of few this map is the best so far, the atmosphere is great and I love the lightning.
I mainly play in normal vision but in certain situations eg. close range brawls night vision comes in handy.

There are some small problems with weird movement behaviour but since the movement upgrade all maps had to go through a review to fix those. For a new map, I wouldn't expect it to be perfect and I am sure it will be fixed soon.

It is a bit too big for 8 vs. 8 but maybe it will be more viable for 12 vs. 12 drops. Still it is enjoyable with 8 vs. 8 groups.

The only thing that really feels buggy is the lava. The heat and damage done by lava rivers or patches is not consistent and needs a major rework IMHO. Lava rivers and the pool in the crater should really punish your feet if you step or drop into it. Which will of course make this map the most challenging to maneuver ...

Edited by Gulinborsti, 01 August 2013 - 05:49 AM.


#137 Tenpin

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Posted 01 August 2013 - 06:42 AM

Are those lips at the center caldera bridges meant to keep some mechs from getting in via that route?

#138 Shaddie

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Posted 01 August 2013 - 08:15 AM

View PostTaron, on 31 July 2013 - 07:29 AM, said:

The map looks cool, but to play it is a waste of time... had it 5 times in row, 3 of them we won by cap without even SEE an enemy.

The Lava needs to be changed... only the crater see does what lave should do. And there is the other issue: Only one way out - mostly into the direction of the enemy.

Terra Therma = Fail. :)


I'd suggest that to combat the issue you describe, send out a scout - find the enemy while keeping another mech semi close to your base should they sneak by you. Or be the aggressor and send your own cap lance out. In other words - use tactics, strategy.

My opinion - the search for the enemy creates a little bit of uncertainty, which adds tension - which adds to the overall immersion of the encounter. I'd personally rather not spawn and know in the next X seconds I'll see an enemy.

#139 Khanahar

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Posted 01 August 2013 - 08:58 AM

Agree with general sentiments... map probably too big for 8v8, lava impotent, bugs need fixing (go get em, Beta testers!), but really fracking cool looking.

Falling in the caldera should more or less instakill you. It's one spot on the map, it's okay if its dangerous as hell... (see what I did there?) This game could use more serious environmental hazards.

#140 Ryvucz

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Posted 01 August 2013 - 09:18 AM

I love it, aside from the lava not being nearly as punishing as I was expecting.

I was hoping to see lava slowly move across the map in certain areas, but it just sits.

Overall I'm satisfied.

EDIT -

- One serious down side for the current matchmaker on this map (any large map really) is one side getting lights for any mode and the other team not getting any.

Edited by Ryvucz, 01 August 2013 - 02:13 PM.






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