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New Map - Terra Therma


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#201 Nightdancer ND

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Posted 03 August 2013 - 04:22 AM

I REALLY hate this map and not for it's heat (with lava the map should be even more hotter as tourmaline desert by far!). The map looks amazing, but it is no fun to play at all.

I hate this map, because the is no strategic point in it.
It is simply a grid, like an American city. The volcanic hills representing the "blocks" and the small valleys are the "streets".

There is not much room to sniper or to make use of lrms => it's really impossible to scout were the enemy is and is far too huge.

From the layout of the area around the starting points, each group is running right and mostly at the border of the map => most of the time a cap-war. (and no running around alone left or middle won't change anything...)

Even if every team runs mid, there is nearly no strategic play involved - it much more a brainless clash.

If I compare this map with canyon network, then it is loosing clearly!

Canyon network has a lot's of strategic play. You can: snipe or hide - sneak behind the enemies - use lrms and even it is possible to take cover vs lrms.

Terra therma has nothing like this => is boring to play.

Edited by Nightdancer ND, 03 August 2013 - 06:23 AM.


#202 DarKteleFaX

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Posted 03 August 2013 - 04:30 AM

I think Terra Therma is a great new map, really great looking, and quite challeging to maneuver.

I do have one issue tho. In a few games I've experienced "sticky movement", when using lights.
The mech seems to have trouble moving at full speed even when at level terrain, and in the
center volcano even small differences in hight on the platform will stop my mech unless I use JJ.

Otherwise great job guys <_<

#203 Hekalite

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Posted 03 August 2013 - 06:39 AM

Since the map repeats so often in my drop rotation, I'm going to repeat my feedback: I hate this map.

#204 ROJ

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Posted 03 August 2013 - 08:11 AM

I think some of you here aren't looking at the big picture.. This is the first map that takes the tactical, planning and teamplay aspect of MWO to a new level. This map is focused on making people work together. A well coordinated team will most likely be a winning team on this map.

The map's layout is very challenging as there is plenty of room for ambushes, snipers and defensive positions. They did work hard on this one.
Plus, for the first time protecting and guarding the base becomes a vital priority; unlike shifting the full team to battle and then sending a couple retreating back to base once it gets tapped by an enemy scout.. In the end of the day, capping the base is a winning move and protecting it becomes more valuable here.

Pug matches will little to no communication will plain suck on this map.. Communication and planning is key on Terra Therma.

This is the proper way a Mechwarrior Game should be.

Edited by ROJ, 03 August 2013 - 08:18 AM.


#205 Catchmeifyoucan

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Posted 03 August 2013 - 08:32 AM

I really hate this map, every guy i know hates it too. You have to run 5-6 min to see the first enemy, you always shot in the hills and mountains, the heat is to high, even for cool mechs. Its really unfunny.

Please take it back and over work it. Its really ****!!!

#206 Arc Viper

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Posted 03 August 2013 - 09:17 AM

This map needs more places where you can spot the enemy. All the high pillars completely obscure everything, making it easy to just wonder around not knowing where the enemy is.

#207 Quaamik

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Posted 03 August 2013 - 09:19 AM

I've gotten dropped in this map more times that I care to remember.

Plusses:
- I manage to rack up huge damage amounts.

Minuses:
- Too easy to snipe (reasons follow):
---Mechs disappear at range on visual
---easy to hide against walls
---heat vision is useless
---easy to back out of firing line to cool down
- Too big for 8v8
- Lava is a minor effect except for the pit

The added heat from this map is visual only. I was able to run a Blackjack (45 ton) with 2 ER PPCs and never have any serious overheating issues (nothing more than normal).

Improvements suggested:

-Increase the heat effect of the lava. I'd guess double or triple it.
-Increase the range of night vision for this map OR increase the contrast of mechs with the background.

#208 Al Bert

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Posted 03 August 2013 - 09:55 AM

i cant even enter the platform in the middle :) seems to be an invisible wall (propbably related to the new feature of terrain slowing dow the mechs as reported on other maps). Other than that, great new environmental effects. Should be tuned (heat at lava), destructable bridges would be great ;)

Al Bert

#209 LennStar

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Posted 03 August 2013 - 11:45 AM

hard to see anything; lots of Lava does not damage you; once got the bug where you always seem to fall so you can only run with ~60%; got stuck very often in apider jumping around; worst Problem: In Assault there always seem to be People who just want to cap and ruin the game for for all other

#210 Zockerdude15

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Posted 03 August 2013 - 11:56 AM

Ok here is what i think of this map: IT SUCKS! Sorry but after only landing on my three most hated maps (Canyon Network,Terra Therma and Frozen City (in this order) ;) ) i kinda feel there is something wrong with the game's server searching. The map itsself mostly ends up with boring cap games or with smashing all my weapons on a mountain (unlike Tourmaline wich is really open). So PLEASE drop me on Tourmaline Desert again because I LOVE IT! at least introduce a map selection thats all im asking for...

#211 Tresani

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Posted 03 August 2013 - 11:57 AM

This is definitly the worse map out of all of them. Like many others have said, its not the heat, its the absolutely stupid layout of the map. Half the games I play, I don't see anyone at all, someone just caps. With being unable to see what map your going to play on before you choose your mech, assaults have the choice of sitting and defending or wandering around aimlessly for 10 minutes.

Please, please developers see our feedback and remove this map immediately.

I refuse to play on this map, and will just quit out as soon as it loads.

Edited by Tresani, 03 August 2013 - 11:58 AM.


#212 Czerno Alpha

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Posted 03 August 2013 - 01:11 PM

There is a spot on the south side of the main caldera where point Theta is on conquest where my Misery was unable to walk up human sized stairs. None of my team mates got stuck there, but I was unable to walk across a dip in the ground. I don't know why.

Edit: it seems to be a sporadic problem. I entered the map on the training grounds and was able to get past that point without a problem. I really feel that the collision detection for mechs and the environment needs some tweaking. I'm hitting things i should be able to step over, which stop me. I have had my stalkers run into a 2 meter fence, and stop dead in their tracks. A 30 meter, 85 ton mech should be able to step over, if not plow right through a fence like that.

Edited by Nazgulgnome, 03 August 2013 - 01:21 PM.


#213 Tennex

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Posted 03 August 2013 - 01:21 PM

being slowed by seemingly flat ground

Edited by Tennex, 03 August 2013 - 01:23 PM.


#214 Felis

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Posted 03 August 2013 - 01:23 PM

Just had an odd game; I kept getting stuck on small edges, which would normally not hinder me. Here is a screenie w/ coordinates, showing me getting stuck at a bridge.

Posted Image

#215 Tennex

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Posted 03 August 2013 - 01:25 PM

View PostCarrioncrows, on 30 July 2013 - 12:08 PM, said:

I don't like it.

I DON"T LIKE IT AT ALL.

It's WAY too dark, and it's way too light for NV and thermals is of course useless.

Increase the ambient lighting please.

It's so hard to see anything.


turn up your gamma

#216 Tethyss

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Posted 03 August 2013 - 03:47 PM

Visually exciting but poorly designed. Does not scale well with 8v8 matches, much too big.

#217 Mofwangana Bogogono

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Posted 03 August 2013 - 04:18 PM

I got stuck just outside the center lava pit. When I was (predictably) killed, my mech fell through the ground and started plummeting to oblivion. Check it out:Posted Image

#218 mekabuser

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Posted 03 August 2013 - 04:25 PM

i really hated this map and posted as much b4 in thread and elsewhere.. Yet i did have several really good games on it last night.. JUry is still out

#219 Celtic Warrior

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Posted 03 August 2013 - 06:06 PM

Hate the map, funneling large mechs into lines where they can't move doesn't make sense. Map is to large most of the time we circle in opposite directions with a light capping and no mechs being blown up. Map is to large and to tight, please take out of rotation, thanks!

#220 Nexus Omega

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Posted 03 August 2013 - 06:57 PM

Not A Fan of this map either, it just takes to long to meet anyone, and meeting new people is what the game is about!
Canyon and Tourmaline are miles better, so is Alpine.





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