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New Map - Terra Therma
#141
Posted 01 August 2013 - 09:22 AM
#142
Posted 01 August 2013 - 09:35 AM
I was on one point of the Star in the middle and could not Enter the middle crater because I got stuck between the two metal grates between where the bridge ends and the new bridge begins.
I had to walk in to a lava tunnel to get out and around. And there were a TON of 6 inch STOP points along that tunnel as well.
I didn't get into the battle until the last 5minutes of the game because I spent ALL the match wish I had JJs to get over 6 inch elevation differences.
As such this map get a B+ for looks and an F for geometric excellence.
Maximum Destruction, on 01 August 2013 - 09:22 AM, said:
And don't put it in until you have someone walk every chassis over every inch of traversable terrain to take out the 6 inch wall of stopping.
#143
Posted 01 August 2013 - 10:07 AM
River city night doesn't have the same issue as Terra Therma for me. I would presume that is because River city has a bit more a varied pallet of colours and night vision is pretty well optimised there. It would be nice to see a new vision mode that works a bit better here or perhaps a tweak to the night vision mode to make it less glaring.
Otherwise its a sooper fun map, just a shame I am struggling with the lighting levels.
#144
Posted 01 August 2013 - 10:09 AM
It seemed like the legs of my 'Mech had sunk into the ground or something. Moving was like pulling a train - very annoying.
Edited by DEMAX51, 01 August 2013 - 10:16 AM.
#145
Posted 01 August 2013 - 10:26 AM
If this is a feature of the map, just come out and say so, I ran into a group of Stalker's firing LRMS with the intent of disrupting them, instead I slowed down into what looked like bullet time and they proceeded to reduce me to slag.
Edited by Jagsmar, 01 August 2013 - 10:27 AM.
#146
Posted 01 August 2013 - 10:34 AM
x CRASH x, on 31 July 2013 - 09:32 PM, said:
That happens on other maps at other points. I sent in a ticket once on it, the response I got basically said it is a known bug happening rarely.
#147
Posted 01 August 2013 - 11:49 AM
#148
Posted 01 August 2013 - 12:27 PM
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/angry.png)
Edited by Dart Nimrod, 01 August 2013 - 12:28 PM.
#149
Posted 01 August 2013 - 12:36 PM
megoblocks, on 01 August 2013 - 11:49 AM, said:
Actually it is dangerous, just try it again and you'll see. After 50% heat your mech will start losing armor on its legs.
#150
Posted 01 August 2013 - 12:41 PM
#151
Posted 01 August 2013 - 01:43 PM
Need to fix the hill "improvement". Assaults should not get caught up on road curbs, small cars, little statues and twigs.
#152
Posted 01 August 2013 - 02:28 PM
Also, there seems to be a "out of bounce area" within one of the Lava Streams (c3 or something, edge of the map, but still within bounds)... while passing through you get the message.
#153
Posted 01 August 2013 - 02:53 PM
> Obnoxious to move around.
> Mountains almost nullify LRMs.
> Did you test this with more than a light mech? Nightmare to walk around on in a Catapult.
> People are now trying to speed-cap just to move onto the next match & hopefully a different map.
> Remove it from the rotation.
#154
Posted 01 August 2013 - 02:57 PM
Lava damage is crazy sporadic. I can stand in the lava pit in the middle and have it take 10 mins to kill me sometimes...sometimes it does damage more quickly. Sometimes the lava heats me up, sometimes it has no effect. For the record I want lava to be brutally penalizing...it is currently weaksauce.
There are tons of problems with invisible textures blocking shots. For example standing outside the central volcano where the lava pours down the mountain shooting up to the catwalks inside the volcano. All of my shots were being blocked by an invisible wall in front of the mechs I could plainly see. Also inside the volcano the Giant steel girders seem like they are wrapped in a couple feet of invisible bullet proof bubble wrap.
All in all this map is a Really good looking map that presents poor playability and is just boring and frustrating. I dread seeing it when I drop.
Edited by Roheryn, 01 August 2013 - 02:58 PM.
#155
Posted 01 August 2013 - 03:45 PM
#156
Posted 01 August 2013 - 04:11 PM
Alex Warden, on 30 July 2013 - 12:37 PM, said:
![Posted Image](http://i1351.photobucket.com/albums/p791/Marley_Davidson/MWOClient2013-07-3022-24-24-139_zps8b570910.jpg)
I had the same problem. I know this sounds weird, but I was running with my Jenner and the entire map seemed like the 'mech was running through quicksand. I was constantly slowing down on every "bump" in the road, even when I tried to plot a course over smooth terrain. I "fell through" a bridge. It was almost like the ankles of the 'mech were below the level of the terrain. A number of times, I got caught up on terrain that wasn't there (like in the quote). I don't see this on any other map.
Having said that, I love the style of the new map. You've done a great job with it.
Update: I ran the map in a different Jenner and didn't have any problems. The new Jenner did not have speed tweak and was limited to 138 kph. Maybe going faster than 138 is what causes problems?
Edited by Mofwangana Bogogono, 02 August 2013 - 11:08 AM.
#157
Posted 01 August 2013 - 04:21 PM
#158
Posted 01 August 2013 - 04:30 PM
#159
Posted 01 August 2013 - 04:46 PM
#160
Posted 01 August 2013 - 05:18 PM
Dart Nimrod, on 01 August 2013 - 12:36 PM, said:
Yup, just the legs, so what about the rest of the mech when you are standing in rivers/pools of hot lava?
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