Good map so far, needs a bit of tweaking, but I'm sure that will be helped on by the various rants here.
New Map - Terra Therma
#61
Posted 30 July 2013 - 11:27 PM
Good map so far, needs a bit of tweaking, but I'm sure that will be helped on by the various rants here.
#62
Posted 30 July 2013 - 11:29 PM
#63
Posted 30 July 2013 - 11:36 PM
But
Major disappointment that not all Lava flows did anything! Maybe it was by design that some lava flows are cosmetic to fake you into the few real ones that raise your heat, but frankly you should have had some effect from even the small ones IMOHO. I guess doing that would have strained the game engine eh?
#64
Posted 30 July 2013 - 11:44 PM
The Sleepy Weasel, on 30 July 2013 - 02:04 PM, said:
Missed this on my first pass through this thread.
Yep same here got killed by out of bounds twice in Training ground walkabouts; despite my mini map (and main Tac map) stating I was nearly a full grid point IN bounds at the time. Will try and reproduce then post screenshots with co ords in bug reporting forums sometime.
#65
Posted 30 July 2013 - 11:57 PM
Good map so far if not a "bit" huge.
Under certain elevation in C3 you are getting out of bounds as seen in picture below. If one travels over the bridge visible in the same picture there's no warning.
<S>
#66
Posted 30 July 2013 - 11:58 PM
Not all Lava patches seem to work in terms of heating up a mech and the lava rivers that flow from the platform sometimes end um getting you stuck. I'll post a few screenshots.
Also the Minimap in spectator mode sometimes glitches on the map, when switching between allies quickly they are show at different places on the minimap.
Generally, I was hoping for this map to be more over the top. There are so many hot glowing patches of rock and other little things that could also heat up a mech, or at least give them the effect of the crater in Caustic Valley, standing near one increasing the heat by 4-5%.
The Center Platform does not seem to be a hotter place than the rest of the map, why is that ? It is right above a lava lake, at least make the platform a hot zone like the crater in Caustic Valley.
Also the ambient temperature of the map seems a little conservative ? 105-110°C would have been cooler and encouraged more use of mixed weaponry, lasers and PPCs would have a clear disadvantage in this place.
And finally, why did you change the lava damage from internal damage to damage to armor ? I could see that at first external damage would be ok but I would have liked it to turn into internal damage after maybe 20 seconds or so. This would be a major factor when it comes to distributing your ammo in the mech
You missed so many opportunities with this map to turn it into something special and new but probably discarded them as too much. While many people would be whining, I am sure of that, this map could have been something exciting that brought some new tactical elements to the meta game.
Also I'd love to see a King of the Hill type gamemode in the future, defending a platform for a certain period of time. Maybe even a team already spawning at the defending position so that it is clear who has which job. The usual two spawpoints spawning the attacking team in 2 locations. You could already do this on Caustic Valley (Crater), Terra Therma (Platform), Alpine Peak (one of the many deserted bases)
The screenshots of the guy I watched being stuck in the lava river will be down below:

#67
Posted 30 July 2013 - 11:59 PM
#68
Posted 31 July 2013 - 01:13 AM
70% of the games are like "hey where are you guys? lets meet in the middle" and 30% are speedcaps (all assault).
This thing is a gigantic maze without any overview and a "end it now"-middlepart, if you guys want to make a battlearena pls make one but just rework this mess.
Ether make is smaller so you can get better around or add areas to observe big portions of the map (the second thing is what makes alpine work).
But hey, the look is fantastic
#69
Posted 31 July 2013 - 01:18 AM
Atlas getting stuck on trying to climb onto platform area
#70
Posted 31 July 2013 - 01:37 AM
CYBRN4CR, on 30 July 2013 - 12:38 PM, said:
The lava pools damage your armor and deal increasing heat. Which is good. They fixed that since the unintentional sneak peek from the test server.
BUT
They don't do it fast enough!
I can literally stand in pools of lava and the fiery hearth of the volcano for 1-3 minutes before I die. That should not happen. I also should not be able to stand on what should be deep pools of lava. In fact, if I even get pushed into the center pit, I should say "well I'm fked" and die soon thereafter as my mech sinks and armor all over goes red.
CYBRN4CR, on 30 July 2013 - 02:24 PM, said:
If you are even unlucky enough to fall into the center ring magma, forget your hip, you will be fully submerged and unable to escape. (EDIT: unless you have jump jets in your torsos which is probably too fine of a detail so at the very least if you have jump jets you have some means of surviving.)
And once again that 90% heat cap makes no sense for an environmental hazard.
Someone else in that thread suggested that the current damage and heat rate should be applied to the smaller cooler lava streams and globules and a substantially increased damage and heat rate should be applied the INSTANT you fall or walk into into the glowing yellow hearth of the magma ring and like rivers of rapidly flowing lava. I personally agree with this and it would make the rest of the map a lot more interesting and realistic to traverse.
#71
Posted 31 July 2013 - 01:44 AM
looks good though i like it just hope it plays better for a larger mech i know i'll have a big grin when that pesky light mech randomly stops dead on the terrain (or lack of) and gets blasted away.
#72
Posted 31 July 2013 - 01:55 AM


#73
Posted 31 July 2013 - 02:09 AM
Edited by KKRonkka, 31 July 2013 - 02:10 AM.
#74
Posted 31 July 2013 - 03:13 AM
You DO take some damage when you are in the larva. You CAN die from standing in larva.
There's nothing wrong with map, and it looks absolutely fantastic when the settings has been set to max
Good job, map designers.
Mech with JJ will definitely benefit in this map, and truly become mobility enchancers, instead of just "jumping" around.
All in all, I have nothing bad to say about this map.
Maps are great, but, game modes and the meta isn't. I still dislike the ghost heat mechanism, and does not make any sense at all.
#75
Posted 31 July 2013 - 03:49 AM
For now though, there are a few problems here and there.
Walking in lava needs to be much more painful. The 90% heat cap (which my Centurion doesn't even reach) needs to be removed entirely and the heat increase rate overall increased. Same goes for the leg damage caused by it.
It would also be nice if small mechs also took minor torso damage when submerged far enough.
Unlike many, I at least haven't ran into the issue of small rocks stopping my mech in place constantly. Both of my Highlanders have traversed throughout the map pretty much unimpeded.
My biggest gripe with the map at the moment is the crazy amount of invisible walls, which are often in places where they clearly shouldn't be (center of the lava-arena bit for example, and the picture I will post below), or just way larger than they should be. The cables in the arena have a very, very large hitbox and I've often found shots being stopped by them, despite aiming way above or below them.
This is a problem that still persist on all maps in one form or another. Cliffsides in forest colony and the dropship remains in Tourmaline, etc...
A very weird invisible wall in F6, which I ran into:

The lava-arena also has several of those teal-colored posts that seem to be floating a few inches off of the ground.
#76
Posted 31 July 2013 - 03:50 AM
Eirikr Sim, on 31 July 2013 - 03:13 AM, said:
The user verybad says it best, I think:
verybad, on 30 July 2013 - 03:14 PM, said:
#77
Posted 31 July 2013 - 04:39 AM
I think 3x heat and at least 2x damage would be warranted.. probably 3x on both. Right now you have to be an ***** have the terrain actually cause you issues.
Once knockdowns come back, I want to be able to bowl over small mechs into the lava bowl... and then cry in desperation as my forward momentum also carries me over into oblivion.
#78
Posted 31 July 2013 - 04:43 AM
As for the Lava, I'd bet the lack of killing damage from lava is a result of making the map more casual friendly. If people got insta-melted in Lava, we'd see a massive exodus from new players who are already dealing with high heat, especially in Trial Mechs.
#79
Posted 31 July 2013 - 04:54 AM
Looks purdy, though.
#80
Posted 31 July 2013 - 05:06 AM
Werewolf486, on 30 July 2013 - 11:10 AM, said:
please... those maps, regarded as meh by the mwll community is light years ahead of this pos. WHat commander in their right mind would fight ANY kind of engagement on something like this? The only positive out of playing this map is that it suddenly provided me with a moment of clarity .
The maps of MWO truly blow. MWLL maps, mw4 maps and more than likely , every other MW game had superiour maps.
HOW ABOUT A FLAT BATTLEFIELD FOR ONE?
canyon is just an insanely scaled clusterfrak , terra crapola is just bad. Aesthetically its bad, cheesy . i mean , Im at a loss for words.
So sick of seeing those stupid floaty things on EVERY map in the MWO universe.. I mean what the hell is this? floating fairies online?
whats absolutely amazing is that the worst maps in mwll were so far better than what this "pro" studio produces.. Its as if the genre has regressed into the dark ages< the one on earth nerds>
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