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New Map - Terra Therma
#221
Posted 03 August 2013 - 11:10 PM
My mind is made up. Disconnect or turtle is a coin flip.
#222
Posted 04 August 2013 - 12:06 AM
Edited by T Hawk, 04 August 2013 - 12:08 AM.
#223
Posted 04 August 2013 - 06:01 AM
I love the concept of the map, but the implementation seems subpar until the terrian issues are fixed.
#224
Posted 04 August 2013 - 08:24 AM
You can't simply move along with full speed because every few steps you're stuck or heavily slowed down.
#225
Posted 04 August 2013 - 08:58 AM
#226
Posted 04 August 2013 - 09:04 AM
Visually it's nice.
That's sorta where it ends for me. I spent the first few seconds in training grounds finding lava globs to stand on the see what happened to my heat, and was disappointed. Then I got stuck stutter-walking over open terrain, in several places. It was almost like I tripped on something and never learned how to walk correctly again. ? I went up to the center and walked around there, carefully avoiding the center hole or anything lava because I wanted to save that for the end for a glorious death. I did try to push the awesome off into the pit though. =P He gets stuck on the edge and won't go over. =\ But when I did finally decide it was time to end my session and jump through the hole in the platform and find a fiery lava death... =\ Huh? Who puts an invisible cylinder there? If you aren't paying attention you SHOULD fall in. Sorry, but that's just dumb. And then when I did finally jump into the lava...I was disappointed again. Nothing? Really? I can just stand in this stuff? Eventually I did start taking mild damage, but, it's frickin' lava. I'm sorry, but you don't stand in lava in any other piece of machinery I know of unless you want serious issues, and in a hurry. I expected an expedited death, and instead got a ... meh, my heat is climbing gently ... oh, my legs are ... oh, I guess I'll stroll out of here. I’m not saying take the lava out of play completely, but it should have some serious consequences to make folks weigh the tactical advantage of wading in.
What else? I couldn’t walk across one of the bridges the center area…I think F6 or so, but it was in a game so I wasn't taking detailed notes. It was like another invisible wall…in the middle of a pathway.
Also, I believe in C9…who puts a spawn point directly behind a cluster of containers? You’re too close to see them in anything taller than a light, so at match start you immediately find yourself unable to move forward and you can’t see what’s in your path. Move the spawn point, or move the crap. C’mon. Are you trying to **** people off?
#227
Posted 04 August 2013 - 09:24 AM
Pastor Priest, on 04 August 2013 - 06:01 AM, said:
I love the concept of the map, but the implementation seems subpar until the terrian issues are fixed.
i have found the same problem, on different mechs now. Last game i played on this map today cost my them a loss. because me and another mech couldn't follow the assault. And by result came way to late to help
#228
Posted 04 August 2013 - 09:39 AM
#229
Posted 04 August 2013 - 12:02 PM
That was the location. hope it helps..
#230
Posted 04 August 2013 - 12:08 PM
#231
Posted 04 August 2013 - 12:46 PM
#232
Posted 04 August 2013 - 12:58 PM
This map is a dumb blonde who has no skills, but gosh she sure is pretty.
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#233
Posted 04 August 2013 - 01:04 PM
I have had instances, in the same mech, where it's almost like my mech spawns in slightly below the terrain, causing me to get stuck on every little thing that pops up, and even when not stuck, makes it seem like the terrain is more steep than it normally is, giving my mech the constant feeling that it's walking through thick mud.
Most times, however, I spawn in with no problems, and run around with bugs.
#234
Posted 04 August 2013 - 04:24 PM
#235
Posted 04 August 2013 - 06:53 PM
#236
Posted 04 August 2013 - 07:04 PM
#237
Posted 04 August 2013 - 07:16 PM
While I was in a HBK-4H, and crossing the bridge at the E6-F6 line, I could not cross into the ring. The bridge to enter the ring was acting like there was a wall in front of me. What is really odd is two Atlases were able to cross the bridge there. I then dropped down into the lava and while I was heading down the chute in F7, my mech slowed down as if I was going up hill. For the rest of the match, all downward slopes slowed me down like an uphill slope. This happened once before while I was in a HBK-4J.
Edited by Apnu, 04 August 2013 - 07:18 PM.
#238
Posted 04 August 2013 - 09:16 PM
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Edited by Shivaxi, 04 August 2013 - 09:17 PM.
#239
Posted 04 August 2013 - 10:09 PM
Gameplay for the majority of games is horrible. Fights are rare, good fights even rarer. Map makes it to easy to run past each other without even noticing and than a stupid cap win/loss afte 7-8 boring minutes of cross country walking
#240
Posted 04 August 2013 - 10:23 PM
I like big maps!
The terrain is horrible, you can't implement something like the new terrain movements and then release a map like this where it is an absolute nightmare to walk around.
Many many many bugs where you get stuck or invisible walls or non solid walls etc. You have to test the maps better!
Half the games I've had on this map have been horrible, teams refuse to leave spawn because they know how horrible it will be if they do.
Add more ambient light from the lava and/or make the mountains less black. Dark mechs blend in perfectly with that blackness making them impossible to see.
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