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New Map - Terra Therma


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#161 FL4sH

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Posted 01 August 2013 - 06:58 PM

Best Map this game has seen - Well Done!

#162 Aim64C

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Posted 01 August 2013 - 07:20 PM

Honestly, I don't recall running into this every match... but the last match I dropped into had horrible issues with terrain incline, at least for me. If the terrain wasn't rolled flat as a pancake, the game kept thinking I was walking up an incline that impacted my Jenner (and even then...). Running down the 'ramps' had me 'falling' in tiny increments that were frustrating as hell to deal with.

I'm not sure if the intent was to simulate loose volcanic ash coverings, or if whatever tool was used to auto-generate collision didn't respond well... or if it was just a fluke of a game... (because the other three or so games I played on Therma didn't strike me as having this problem...)... or what the deal was, but it was most frustrating that you couldn't run anywhere to save your life.

#163 BuckChorris

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Posted 01 August 2013 - 07:27 PM

This maps LOOKS nice (awesome nice!), but I'll NOT be playing it again.
That's right, I'll be match-quitting it on start. It's the first time I'll be doing so and here's why:
1 - Terrain is too jaggy and narrow : mechs are constantly halted by seemingly tiny bumps which are actually impassable
2 - Although map is huge, passages are too narrow : when you actually encounter, it's often the whole freaking squad in a tight beam narrow passage and boom you're dead. No fun.
3 - Entire map is too dark, can't see anything : put more fire for more light - honestly, HV should auto-adjust it's just stupid otherwise - what no gain adjust on HV? Oh please.
4 - Got stuck thrice. I know it's a new map and it needs to be debugged, but meanwhile it's just not enjoyable...
5 - Lava should be way more dangerous.

Oh forgot to add : the whole terrain incline penalty is a bit overdone imho, needs to adjusted down a bit... Inertia should have more of a role here...

#164 Rhazagal

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Posted 01 August 2013 - 09:36 PM

The map is terrible. Absolutely disgustingly BORING to play at. It needs to either be smaller, or there needs to be way more players. 12/side minimum.

To make matters worse... this abomination pops up about every 2-3 matches, making it a CHORE to play through.

#165 Deathlike

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Posted 01 August 2013 - 11:54 PM

It's a good map... I like the various travel options and the brawl/snipe nature that you can go either way with...

However, this is a really buggy-ish map that seems to have been poorly playtested.

1) Since Thermal isn't an option by design, you have to make it more Nightvision friendly or at least somehow make Nightvision not counteract with the other lighting... as it makes it really hard to see at various instances.

2) Invisible walls - needs no further explanation.

3) The biggest problem though is whatever funky stuff that causes movement to slow down... it is particularly noticeable with a light mech (like a Jenner) where you truly do feel like you're driving in quicksand and the server/game keeps thinking you are on some difficult incline when it is not... and that's just bad overall.

This map needs a lot more playtesting instead of being pushed out at whoever's decision it was. Most of the other maps did not suffer at this level of fail.. worse than the initial deployment of the movement code (which still needs some major refinements) that hindered various map severely like Canyon and Alpine. It is in many ways, unacceptable. It's not even like 80% working, but more like < 70%.

Edited by Deathlike, 01 August 2013 - 11:55 PM.


#166 Hekalite

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Posted 02 August 2013 - 03:35 AM

Hate this map. Movement is way too restrictive. Gameplay on this map is just plain awful. There is no variety in the terrain with the exception of the thunderdome. I don't really know what else to say.

And once again, the increased rotation when you introduce a map is extremely frustrating. Please just stop this practice. Every game on this map I see multiple complaints about the frequency of drops there. You are ******* off a lot of people. You can select any map in training grounds to check it out now, which was not an option when you first implemented the high rotation policy.

#167 SippyCup

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Posted 02 August 2013 - 04:18 AM

Greatest Capwarrior map ever. It is less than desirable.

#168 Silent Hunter

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Posted 02 August 2013 - 06:18 AM

Loving the new map!

Only issue I have is I'm getting clipping issues with the map on occasion. Basically every rock and stone is causing a drastic drop in speed when it happens. Even walking over the metal bridges causes a drop in speed. I think this is caused by being dropped slightly inside the ground when the game begins...

Other than that, great map!

#169 Zolthar

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Posted 02 August 2013 - 07:31 AM

Next time I end up in this map, I quit the match!

I want to enjoy my time in the game, not suffer from boredom by taking my mechs for a walk in a virtual world...

#170 Erbun

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Posted 02 August 2013 - 08:14 AM

I've scanned through most of the replies, and while many of them have warrant, also many of them just seem the normal cryers..

But most importantly, I haven't seen anything about map layout. I apologize if I missed it. So here's my two cents -

Overall - I love the look and feel of the map. I think it's gorgeous, and all the people crying about lighting make me laugh.

The problem, is while it looks amazing, it's setup is horrible.

Here's what I mean. Everything in the map, from the way the paths are laid out, to even the direction mechs are facing after you spawn, encourages a race to the other teams base, along opposite sides of the map.

I have yet to play this map and actually find an enemy. You can call that it's too large, sure, and for 8 mechs, and really even 12 mechs that don't spawn, this might be true. But the real issue, is that the map is layed out in such a way that it encourages each side taking routes that actually move away from each other, when it should do the opposite.

#171 WANTED

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Posted 02 August 2013 - 08:37 AM

Maps looks absolutely amazing. Gameplay and layout needs improvement. The last game we decided to sit at base cause every game ended in base caps on Assault. That took awhile but worked.

#172 Tiger 6

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Posted 02 August 2013 - 08:51 AM

Erbun pretty much sums up my thoughts. If I knew I would be dropping on that map I'd be taking fast mediums with jump jets and maybe then I would enjoy it. As it is I am levelling Victors this week, and so its really noticeable that the terrain is far too easy to get stuck on - not to mention that it takes forever to get anywhere.

So as a result - lights go to off to the enemy base, and heavier mechs are forced to camp our base because otherwise it takes too long to respond to an enemy cap attack. Either that or both teams trudge off to the central point on the map and slug it out.

Bottom line - Its basically plays kind of like Caustic Valley, without the ability to spot the base rush and respond in time.

I hope when we can play true 12v12 there will be a little more variety to the strategies, but right now with 8 or 12 man Pug teams its too big and encourages base rushing and base camping in preference to anything else.

#173 Dart Nimrod

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Posted 02 August 2013 - 09:10 AM

Strange: when your mech stands in a lava, its heat rises (and fast) up to 80%, but not more. It looks SO realistic! :rolleyes: I think PGI don't even try to make things at least a bit close to reality. Just money and ridiculous floating balance, that can drive mad even a cool-blooded person.

#174 megoblocks

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Posted 02 August 2013 - 09:13 AM

View PostDart Nimrod, on 01 August 2013 - 12:36 PM, 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.

I went swimming in the center pool with my jenner and nada. Worked up to 90% and then it stopped.

#175 Dart Nimrod

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Posted 02 August 2013 - 09:20 AM

View Postmegoblocks, on 02 August 2013 - 09:13 AM, said:

I went swimming in the center pool with my jenner and nada. Worked up to 90% and then it stopped.

You're the lucky one! Use your unfair advantage to crush your enemies while they burn! :rolleyes:

#176 SmithMPBT

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Posted 02 August 2013 - 09:25 AM

The middle platform makes for nice bottleneck fights. Terra Thermas pretty fun compared to the torture of Alpine. One mech selection for specific maps is enabled, we should see some brawler builds doing very well here.

#177 Nebelfeuer

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Posted 02 August 2013 - 09:31 AM

Apart from a few rough edges it is probably the best map in game so far.
Most of high of terrain is climbable for mechs and the mazelike layout and good size requires actual scouting and teamwork instead of boring spot main force once we have on he other maps..
High heat limits a lot of alphabuilds what I again consider good.
Visibility is quite good compared to other maps and easy on the eyes.
A map where all players (snipers, brawlers, supporters,..) can have fun and be usefull.

Unfortunately it seems to be to complex for a few people ..
Nonetheless: more of this quality pls!

#178 Pearnicious

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Posted 02 August 2013 - 11:47 AM

The only map worse than this is Alpine.

The map is probably a good size for 12v12, but the passages are already too narrow for 8v8 and it will just be that much worse with 8 more mechs on the field. There are WAY too many bugs in this map regarding slowing down going downhill, invisible walls, the out of bounds bug in C3, not being able to cross bridges, not being able to enter the center arena because of invisible walls, etc. Too many to list, honestly.

EDIT: Forgot to mention spawning inside of boxes and being stuck. Seriously PGI?

Makes me wonder, did this map get tested at all? It is horrendous.

Edited by Pearnicious, 02 August 2013 - 11:51 AM.


#179 sC4r

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Posted 02 August 2013 - 12:03 PM

this map is definately my favourite in terms of graphics, you did great job on this one, it plays well in terms of actual combat lots of paths and ambushes and such when it comes to it

the problem is its TOO DAMN BIG and as such it either shouldnt have been released or needs to be made smaller
sorry to say it but as its now this map is terrible, on my first game it took almost 5 minutes for even to spot enemy and in another 2 there was this "Base is being captured" and no other enemy was seen
same goes for my other tries unfortunatelly too long for any mech to spot anything... even light mech needs quite some time to get in contact

also this map feels like it will be too big even for 12v12 :rolleyes:

#180 JDH4mm3r

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Posted 02 August 2013 - 12:26 PM

View PostFL4sH, on 01 August 2013 - 06:58 PM, said:

Best Map this game has seen - Well Done!

srsly? wtf u smokin? lol





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