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New Map - Terra Therma
#121
Posted 31 July 2013 - 06:56 PM
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
Posted 31 July 2013 - 09:02 PM
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
Posted 31 July 2013 - 09:32 PM
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
Posted 31 July 2013 - 09:34 PM
#125
Posted 31 July 2013 - 09:40 PM
Nomk, 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
Posted 31 July 2013 - 10:35 PM
BTW, the lava heat should break heatsinks, not just do negligible leg damage.
#127
Posted 31 July 2013 - 11:40 PM
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
Posted 01 August 2013 - 12:31 AM
dustNbone, on 30 July 2013 - 11:54 AM, said:
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
Posted 01 August 2013 - 12:55 AM
In normal games it will be the map with most caps.
I think this is no map for current drop modes.
#130
Posted 01 August 2013 - 01:11 AM
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
Posted 01 August 2013 - 01:14 AM
#132
Posted 01 August 2013 - 01:18 AM
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
Posted 01 August 2013 - 01:31 AM
Likewise, when jump jetting I've seen my heat spike up to a minimum of 24
#134
Posted 01 August 2013 - 01:45 AM
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
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
Posted 01 August 2013 - 05:48 AM
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
Posted 01 August 2013 - 06:42 AM
#138
Posted 01 August 2013 - 08:15 AM
Taron, on 31 July 2013 - 07:29 AM, said:
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.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
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
Posted 01 August 2013 - 08:58 AM
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
Posted 01 August 2013 - 09:18 AM
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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