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New Map - Terra Therma


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#241 Budor

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Posted 04 August 2013 - 11:21 PM

Gave it a chance, played a few times. Its an abomination and probably the worst map I have ever played in a professional game in the last 12 years.

- maneuvering it is so insanely frustrating with the new mechanics that I want to stab myself.

- to big outside with no open areas while the arena in the middle is way to small with zero cover.

- no flanking because it would take 5 min or more to get around.

- around the middle everyone blocks eachother in the to narrow entries/paths that lead up.


Walking 5 minutes while being slowed down to 30 kmh or completely stopped every other step before you find an enemy or an enemy light has the mercy to cap you out. FRUSTRATION!


I am 110% positive that anyone that actually plays this game and has done a map before would have made something more fun in 20 minutes when given the assets. Whoever created this needs help from people that have done multiplayer maps before.

Its a waste of the art assests that have been created for it.

Edited by Budor, 05 August 2013 - 02:22 AM.


#242 SmokeMist

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Posted 04 August 2013 - 11:29 PM

This is the only map that I see people quitting before launch. Is anyone else noticing that, too?

#243 senaiboy

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Posted 04 August 2013 - 11:40 PM

Pretty map, but as everyone else has mentioned that's bout it. Gameplay-wise, it's horrid.

Tried to brawl but there are too many narrow pathways and not enough open space. It basically became a queue to get to the firefight.
Tried to flank but there are too many uphill climbs and stuck points. Took too much time to get around.
Half the matches became a capping race, as light mechs could easily slip through the many maze-like paths unseen.

With the gimped mobility from hills and stuck points it's very frustrating to pilot anything heavier than a light mech, worse still if you have no jumpjets.

Edited by senaiboy, 04 August 2013 - 11:44 PM.


#244 QuaxDerBruchpilot

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Posted 05 August 2013 - 12:21 AM

View PostShivaxi, on 04 August 2013 - 09:16 PM, said:

Posted Image

"Interesting" weapon group setup, btw....

#245 GammaGauss

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Posted 05 August 2013 - 01:11 AM

For me this is the worst map in this game, this map is ugly useless and off story.
This map is especially boring because you can't choose your mech based on the mpa and if you have a mech with no arms you are in troubles, if you have no jump jet you are in troubles.
In battletech universe you are trying to take control of urban zones, industrial zones, military bases etc.
i am a litle surprised to not see in game attack/defense maps, destroy a power plant, ammo sotrage one side attacking a second side defending. and of course eac power plants could be damaged 100HP each well something like that, the battle would be over if all power plant, ammo storage are destoyed.

View PostSmokeMist, on 04 August 2013 - 11:29 PM, said:

This is the only map that I see people quitting before launch. Is anyone else noticing that, too?



i did it once yesterday :P
Sorry for my team but i can't stand that map.

Edited by GammaGauss, 05 August 2013 - 01:10 AM.


#246 John MatriX82

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Posted 05 August 2013 - 01:28 AM

So the map is beautiful, but it has huge downsides.. the first is that there's the damn walking bug.. If you spawn near the crates/boxes of the eastern spawn point, you then have crippled your mobility for the rest of the match, and the pain increases if your mech is heavier (or without jjs) and for a few centimeters you really can't even step on the platforms or on the bridges AT ALL.
I hope this will be fixed soon.

The second issue is related about the newer movement mechanics introduced some time ago.. this map is a pain to walk on. You spend a lot of time to search for the enemy or you end up in a queue to fight due to the narrow bridges and tight valleys; at the same time it's really easy to end up being hammered without covers in those tiny walkways, if you happen to be in a team with lots of JJ capable mechs vs you, your'e basically screwed up pretty bad.

This without considering those pesky lights that go cap your base when you did walkwarrior online for 10 minutes. Overall the art, shaders, lighting, visuals are absolutely stunning (this is one of the most beatiful looking maps so far), but gameplay-wise on this thing is by far the worst, probably if it would have been smaller, the issues would have softened up a bit but you also made it very big..

I've always hated Alpine for similar motivations, but after Terra Therma I believe this has become the worst map AFTER Alpine; not only, I now consider Alpine a decent map after this.

I do hope we'll soon have the chance to select which maps to play on..

#247 Corvus Antaka

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Posted 05 August 2013 - 01:44 AM

Love this map. Terrain is great. makes for incredible ambushes, bottlenecks and both attacking/finding enemy and holding base are important. being able to go up super high is cool too.

the central volcano could use a third upper level platform perhaps 1 more way to get out of laval pit if you fall in.

great map. have already had some incredible battles on this map.

size seems perfect for 12v12 as well.

map isnt hot enough though.

#248 C12AZyED

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Posted 05 August 2013 - 01:56 AM

boring map with amateurish level assets such as the "disposable" bridges. Almost as bad as the base assets on Alpine Peaks which are no more than standard primitives with a bitmap slapped on. Terra Therma, as with Canyons, is essentially a serious of impassable channels, massively restricting where players can go and therefore where battles will take place. I cannot imagine trundling through this black, expansive zone in an assault, finding nobody for 5 minutes before their broken Spider 5Ds cap all the points.

You need to go back to the drawing board and look at maps like River City (day) and Frozen City (night).

#249 Hohlfrucht

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Posted 05 August 2013 - 02:18 AM

This is a horrible map. As has been stated numerous times, the movement is just awkwardly sluggish. Even in my Jenners it feels like dragging myself through mud. In my heavier mechs this map is just abysmal. In my Highlander or Catapult i can at least jump jet over those invisible stepping stones. But in my Atlas this map is simply unplayable.

Apart from the movement, this map has a lot of problems. The paths are too narrow and flanking is virtually impossible, unless you want to walk around some volcano for the next 3 minutes. The platform in the middle should have been some kind of choke point, where all the action happens. But the paths leading up to it are too narrow and its just to small to fight up there. Whichever team gets there first has a huge advantage over the team that arrives later. Therefore a lot of people have stoppped going there. Instead base camping is dominating. I see a lot of disconnects on launch. And there are even matches where its 7vs8 or less, because people have deleted the map file , so they don't have to play it.

The visuals are fine. Please consider completly rebuilding this map. Make it smaller, with more paths, that are wider and remove all the invisible objects that hinder your movement.

Edited by Hohlfrucht, 05 August 2013 - 03:05 AM.


#250 Rabcor

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Posted 05 August 2013 - 03:26 AM

This map isn't ready for the game and the game isn't ready for this map, it's got way too many terrain bugs (invisible walls and whatnot) which need to be fixed before inserting this map.

Q: Do you know how the devs made skyrim feel bigger than oblivion even if they were roughly the same size?
A: Mountains

Even if the map is smaller than alpines, it feels like its twice the size cus it's so untraversible.

Most of the players hate the map, so i think piranha games should do us all a favor and remove the map until it's less bugged, and they think the game is ready for it.

There is no fun way to play it right now the closest thing to fun is playing fast mechs.

#251 Ensaine

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Posted 05 August 2013 - 04:12 AM

Map on the surface, is beautiful. Some textures need help, as do some of the assets used.

HOWEVER......

Movement on this map is terrible. One egress from a base has a narrow lane bordered by non climbable hills... if you are in a faster mech, expect traffic jams behind that Atlas....

This map should never have been released with base capping being what it presently is. With ELO/MM being the broken toy it is, the team with mostly heavies/assaults is doomed.

Last night, I dropped into a PUG, gametype was assault. Our team dropped with 3 lights, and 2 mediums. The other team had all heavies/assaults, one Cicada. This match ended up being a brawl, but, as we were very outweighed, we got slammed.

Point of the above, is, ELO/MM is a joke currently. How can anyone miss that this map would be a cap fest. Now, I know why people cap on this map... to get it over fast.

How can we test a map when it's over before most mechs see another mech? What are these guys thinking?

You want ginormous maps tested, block insta-cap rushes.......set a minimum time limit, or slow down the cap rate... something.

Cap should be changed/adjusted on all maps. In pug matches, there is simply not enough cohesion to type out/place icons, only to watch everyone do what they want anyways. To shoot other mechs.

#252 Genewen

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Posted 05 August 2013 - 05:17 AM

If we ignore optics, this is by far the most horrible crime of a map that PGI has ever committed. While I normally hate on people quitting maps early because they dislike them, I can fully understand it when it comes to this horrible pos.

#253 TheFlyingScotsman

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Posted 05 August 2013 - 09:01 AM

There are several key problems.

1: Most flat pathings are above even my BJ-1's gradient, causing it to constantly shoot down to about 50kmh, even when moving downhill. It's like trying to roll a car over a roundlog road from the 1800s.

2: Many cliff edges, most notably around the entrances to Theta, have hugely mismatched corners, causing weapon shots to detonate on clearly open areas and being ineffectual.

3: The lava doesn't work correctly, often causing no damage or negative heat.

#254 sumofallwars

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Posted 05 August 2013 - 01:14 PM

just had another game where both teams did 0 damage.

This map would be a lot better if it was a king of the hill style capture system. I'd put it in the volcano and make it so you need to hold it for at least 2 mins. That + making the paths wider, lava adding much more heat and some general bug fixing would make this an awesome map.

#255 Jman5

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Posted 05 August 2013 - 01:49 PM

There is a bug where I occasionally spawn floating slightly off the ground in my hunchback 4H. I can get back on the ground, but for the rest of the match, I'm getting caught on every tiny little bump or incline. I even get caught on the slightest grate. It seems to vary. Sometimes it's absolutely terrible, sometimes, it's only slightly annoying, and other times it's almost imperceptible.

I think a specific spawn does this.

Edited by Jman5, 05 August 2013 - 03:02 PM.


#256 Uncleclint

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Posted 05 August 2013 - 08:53 PM

- I had some occasions where i was standing inside the marked cap area on conquest mode and nothing was happening. A step forward and i coutinued to cap, a step backward and it stopped again.

- There are some rocks all over the map that will make you stop immediately even though you cannot see anything that could block the path.

- I´ve seen players getting stuck and unable to continue when they were jumping and landing on a surface that was too steep (like the canyonwalls towards theta).

On the other hand, it is a very nice map as long as you´re in a jump jet equipped mech. If not and you´re in a heavy/assault then good luck and see you (much) later. There are so many ways and different routes that 12vs12 in large coordinated groups will be fun - as long as the invisible barricades are removed and the movement´s been smoothed out. I totally cannot understand people that are leaving the match because of this map, seen it a couple of times until today and this is an utterly disgusting behaviour. Go live with it or go play lego online (w cheats enabled).

In my opinion they did a great job but could´ve delayed the release for another week for more fixes.

Now please MAKE MORE (and then some) MAPS - the lack of map content is awful. A mech every month did the job on that part but a map every 2 months is just not enough.

#257 Lescun

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Posted 06 August 2013 - 04:49 AM

View PostJman5, on 05 August 2013 - 01:49 PM, said:

There is a bug where I occasionally spawn floating slightly off the ground in my hunchback 4H. I can get back on the ground, but for the rest of the match, I'm getting caught on every tiny little bump or incline. I even get caught on the slightest grate. It seems to vary. Sometimes it's absolutely terrible, sometimes, it's only slightly annoying, and other times it's almost imperceptible.

I think a specific spawn does this.


This is the spawn when you start directly behind a set of boxes. VERY annoying when you're in a light and you constantly stop on random terrain features on otherwise flat ground like the metal bridges = too steep to walk up.





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