

New Map - Terra Therma
#161
Posted 01 August 2013 - 06:58 PM
#162
Posted 01 August 2013 - 07:20 PM
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
Posted 01 August 2013 - 07:27 PM
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
Posted 01 August 2013 - 09:36 PM
To make matters worse... this abomination pops up about every 2-3 matches, making it a CHORE to play through.
#165
Posted 01 August 2013 - 11:54 PM
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
Posted 02 August 2013 - 03:35 AM
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
Posted 02 August 2013 - 04:18 AM
#168
Posted 02 August 2013 - 06:18 AM
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
Posted 02 August 2013 - 07:31 AM
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
Posted 02 August 2013 - 08:14 AM
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
Posted 02 August 2013 - 08:37 AM
#172
Posted 02 August 2013 - 08:51 AM
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
Posted 02 August 2013 - 09:10 AM

#174
Posted 02 August 2013 - 09:13 AM
Dart Nimrod, on 01 August 2013 - 12:36 PM, said:
I went swimming in the center pool with my jenner and nada. Worked up to 90% and then it stopped.
#176
Posted 02 August 2013 - 09:25 AM
#177
Posted 02 August 2013 - 09:31 AM
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
Posted 02 August 2013 - 11:47 AM
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
Posted 02 August 2013 - 12:03 PM
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

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