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New Map - Terra Therma


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#181 Grey Rabbit

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Posted 02 August 2013 - 12:30 PM

I think I found a bug in this map. I haven't ready through all nine pages to see if it's been mentioned. Both of the spawn point caps in conquest don't always register.

The first time I went to the one with the buildings next to it and nothing registered inside the barriers.

The second time I went to the opposite one and it registered and then stopped when I moved. It started again when I was practically underneath the miner in the center. I don't know if I would have to stand so close on the other one to make it register, because I didn't try it

Otherwise I think it looks awesome.

#182 Dart Nimrod

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Posted 02 August 2013 - 12:53 PM

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

Best Map this game has seen - Well Done!

Worst Map ever made anyway, in anywhere, by anyone. :)

#183 drizz786

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Posted 02 August 2013 - 01:39 PM

well 10 games on this map and only one involved firing a weapon, wander of the lit roads and get stuck, try an assault and lose the will to live. Yeah great fn map, cap warrior online !
But hey, it looks good.

#184 Thorqemada

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Posted 02 August 2013 - 02:01 PM

I got this map many times yet and combat starts to get weight bcs most People have now learned the routes and dangers, cap defense is allways up to react treats and caprushing becomes way less successful - that while pugging.

New Players seem to get lost the first times and end up being the duck in the duckhunt though.
Time will bring experience and experience will make them better.

The Lava is pretty much no treat, i often use it as shortcut to get out the volcano trap.

Edited by Thorqemada, 02 August 2013 - 03:05 PM.


#185 Jabilo

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Posted 02 August 2013 - 02:18 PM

Keep getting stuck on uneven ground.

Unbelievably annoying.

#186 Leafia Barrett

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Posted 02 August 2013 - 04:14 PM

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.

It's chipping paint off the legs. I did a test for the lava damage and it took a minute and a half straight to kill the trial Commando. It's not dangerous.

#187 Kunae

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Posted 02 August 2013 - 06:07 PM

It appears that one of the spawn points by one of the bases starts you in the same space as some boxes. This can either make you stuck, from the start, or bug you for the rest of the match.

I started in this spawn on a jenner, and it seemed that I was running on a plane a couple meters below the ground. This had the effect of me getting slowed down on virtually level terrain, getting stuck on things only a 45kph atlas gets stuck on, and taking heat from lava even though I wasn't in it, just running over the "plates" next to the flows.

#188 Asmosis

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Posted 02 August 2013 - 07:04 PM

View PostDeathlike, on 01 August 2013 - 11:54 PM, said:

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%.


It's a beta and we're the playtesters. Its a great map but it needs a fair bit of fine tuning

#189 KodeRed

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Posted 02 August 2013 - 07:40 PM

I just don't like it at all... Yea well why? I just don't like it. To hard to move almost anywhere.

#190 rpm

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Posted 02 August 2013 - 07:50 PM

agree, just don't like it. Just funnels everyone to the same point where its a stand up shoot out.luck of the draw determines if you get a kill or die. Maneuvering takes so long no one bothers unless your in a light in which case they run off and cap.

#191 cmdr_scotty

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Posted 02 August 2013 - 07:50 PM

well, i've played it in TRAINING GROUNDS, however i've been playing matches since patch day, and i've only been able to drop in this map ONCE.

river city, forest colony, and caustic, are all too common in the map rotation.


Guess i'll have to wait about 3 weeks before terra therma becomes common in the map rotation :/

#192 The Vulture2

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Posted 02 August 2013 - 08:21 PM

At drop I couldn't move until I spun around backwards. At the center I couldn't get over a step that everyone else could. I was getting stuck everywhere much more than normal. It's like from the beginning my feet were slightly below the actual ground level.

#193 Deathlike

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Posted 02 August 2013 - 08:32 PM

View PostAsmosis, on 02 August 2013 - 07:04 PM, said:

It's a beta and we're the playtesters. Its a great map but it needs a fair bit of fine tuning


It is 1.5 months before that statement goes by the wayside. Even the other maps PGI debuted did not have this kind of poor quality.

Was it acceptable on the Quickdraw's debut that its purchasing position was all over the place? Was it still acceptable that its JJ animation was missing? No mech prior to this point (and to my knowledge) had similar issues.

You cannot escape the poor attention to detail... which everyone will see AND complain about if it really breaks their experience.

Edited by Deathlike, 02 August 2013 - 08:35 PM.


#194 ROJ

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Posted 02 August 2013 - 08:54 PM

I say it is one of the best maps they ever designed.. The layout is very well done for a large map; offering an intense and unpredictable gameplay. It pushes players and teams to go further with coming up with unconventional tactics, plans and strategies. This is how they should always design their maps.

Needless to say, the heat is as bad as tourmaline desert, perhaps some 5% hotter but I was expecting the lava to be more restrictive.

At first, I assumed it wouldn't be that hot of a map and that the focus would be on having 'hotspots' in certain areas (just like the caldera in caustic valley) like the lava flows or calderas.

Also, it seems to be the only map to offer some very interesting and nice lighting effects.

FYI, yes, there are certain small areas, here and there that you seem to get stuck on, I hope they sort them out soon..

Edited by ROJ, 02 August 2013 - 09:30 PM.


#195 Ace of Spades

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Posted 02 August 2013 - 08:55 PM

View PostKunae, on 02 August 2013 - 06:07 PM, said:

It appears that one of the spawn points by one of the bases starts you in the same space as some boxes. This can either make you stuck, from the start, or bug you for the rest of the match.

I started in this spawn on a jenner, and it seemed that I was running on a plane a couple meters below the ground. This had the effect of me getting slowed down on virtually level terrain, getting stuck on things only a 45kph atlas gets stuck on, and taking heat from lava even though I wasn't in it, just running over the "plates" next to the flows.


Same here with my Jaegermech. Also spawned at boxes. Then you get stuck on bridges, not able to pass and you slow down downhill to half your speed.

#196 pow pow

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Posted 02 August 2013 - 11:16 PM

i found two major problems with this map:

1) Spawn behind a container box at the start. Unable to move.

2) Entrance to center volcano platform (e6/f6) assault mechs get stuck on stairs after the bridge like ss below:

Posted Image

#197 Dart Nimrod

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Posted 02 August 2013 - 11:19 PM

View PostLeafia Barrett, on 02 August 2013 - 04:14 PM, said:

It's chipping paint off the legs. I did a test for the lava damage and it took a minute and a half straight to kill the trial Commando. It's not dangerous.

I didn't say that lava is lethal, I said it's dangerous. What would happen if a legged mech, with no armor on the remaining leg, will accidentally fall into a lava pool, what would happen then? Sadly, because that is the only bit of realism in this funny farm.

#198 Xandre Blackheart

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Posted 02 August 2013 - 11:25 PM

You are in a maze of twisty passages, all alike.

Sorry, but I don't like the map at all. There's no room to maneuver.

It's a map consisting of nothing but choke points. Fine for a gimmick or for occasional play, but it is not a good map. It is not a "fun" map.

#199 RG870

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Posted 03 August 2013 - 02:52 AM

Been playing this map since the patch now and it remains a cap warrior online map. Nearly 2/3 of all games end in a cap war. Why do we get a huge map if the best "strategy" to win is not leaving the base? At the current state with PUGs not willing to fight instead of base rushing this map is a waste of time.
I think I will start rage quitting this map until there are other game modes without base capping.

#200 Leafia Barrett

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Posted 03 August 2013 - 04:14 AM

View PostDart Nimrod, on 02 August 2013 - 11:19 PM, said:

I didn't say that lava is lethal, I said it's dangerous. What would happen if a legged mech, with no armor on the remaining leg, will accidentally fall into a lava pool, what would happen then? Sadly, because that is the only bit of realism in this funny farm.
If a legged mech has no armor left on their remaining leg, then just about ANYTHING is going to kill them.





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