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New Map - Terra Therma


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#61 DLFReporter

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Posted 30 July 2013 - 11:27 PM

I like the ambiance a lot! :)
Good map so far, needs a bit of tweaking, but I'm sure that will be helped on by the various rants here. :(

#62 LaserAngel

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Posted 30 July 2013 - 11:29 PM

It's beautiful but it's so prone to ships passing in the night capfests and people jumping into the pool in the center crater with little regard.

#63 Caswallon

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Posted 30 July 2013 - 11:36 PM

Good looking map. Great to have all those twisty defiles to run up and down wondering IF your mech can climb them as well..

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 Caswallon

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Posted 30 July 2013 - 11:44 PM

View PostThe Sleepy Weasel, on 30 July 2013 - 02:04 PM, said:

...I did run into an Out of Bounds warning and countdown in the area of the bridge at C3 that crosses the lava river, despite the map saying I was well IN bounds.

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 Brut4ce

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Posted 30 July 2013 - 11:57 PM

Hi all!
Good map so far if not a "bit" huge. :) I love the ambient lighting on it. One major bug i found though;
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>Posted Image

#66 ragbasti

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Posted 30 July 2013 - 11:58 PM

The Map turned out nice but there a quite a few issues that need fixing:

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 :) If you stand too long in that lava lake sniping people with your AC2s from below or throwinh LRMs your legs might just blow up from below you due to ammo explosions because the ammo is getting frekishly hot.
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:
Posted Image
Posted Image

#67 Jonathan Paine

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Posted 30 July 2013 - 11:59 PM

Three hours later, and I have yet to get the new map in rotation. Looks good in the training grounds.

#68 Nixxter

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Posted 31 July 2013 - 01:13 AM

Well, I played some games on it now and I really dislike the map.
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 Killashnikov

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Posted 31 July 2013 - 01:18 AM

Nice map

Atlas getting stuck on trying to climb onto platform area

#70 A Man In A Can

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Posted 31 July 2013 - 01:37 AM

I'll just repost my feedback in one of the discussion threads.

View PostCYBRN4CR, on 30 July 2013 - 12:38 PM, said:

Overall feel? Good

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.


View PostCYBRN4CR, on 30 July 2013 - 02:24 PM, said:

Any pools of lava/magma should feel like quicksand that quickly eats away at your legs while heating you up. Slowing you down to a crawl while your mech sinks up to your hip.

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 Anthono

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Posted 31 July 2013 - 01:44 AM

I've only ran this map in a light so far and hate it. This map seems to have totally different movement rules to all the other maps running on "flat" ground slows me down slight inclines stop me whereas on all the other maps i can run full speed up steeper inclines it destroys the lights speed edge over other mechs i know a couple of guys have already stated they couldn't outrun a victor i doubt you can outrun an atlas on this map tbh. The heats not a problem you can get used to that easy enough.

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 RG870

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Posted 31 July 2013 - 01:55 AM

Played the map 4 times and was stuck in the boxes at the spawn point twice. Not amused. Fix that pls. Screens attached.Posted ImagePosted ImagePosted Image

#73 KKRonkka

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Posted 31 July 2013 - 02:09 AM

New game modes would do this (and other maps, sigh) a great service, capping isn't working at all. 3 rounds, capped without seeing enemy even ONCE.

Edited by KKRonkka, 31 July 2013 - 02:10 AM.


#74 hoverstorm

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Posted 31 July 2013 - 03:13 AM

The map is huge, and I believe its the right step towards 12 v 12.

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 Mazrix

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Posted 31 July 2013 - 03:49 AM

It's a nice big map, that's for sure. I'm sure it'll be great when 12 v 12 arrives.

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:
Posted Image

The lava-arena also has several of those teal-colored posts that seem to be floating a few inches off of the ground.

#76 Leafia Barrett

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Posted 31 July 2013 - 03:50 AM

View PostEirikr Sim, on 31 July 2013 - 03:13 AM, said:

You DO take some damage when you are in the lava. You CAN die from standing in lava.
Yeah, you can die from standing in it, IF you're intentionally trying to kill yourself. You can stand in the lava for what, a good 2 minutes straight before it does enough damage to your legs to kill you (and this is in a light!)?

The user verybad says it best, I think:

View Postverybad, on 30 July 2013 - 03:14 PM, said:

PGI needs to be less afraid of killing it's players through terrain effects.
Environmental hazards are kinda pointless if they aren't, y'know, hazardous. Bump the damage/heat by at least 3 times, maybe make lava slightly damage internals straight through armor, and give the current lava damage to the cooler, darker lava flows that currently do nothing. If I am standing in lava, it should be actively melting my face, not just kinda scratching my paint.

#77 Prezimonto

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Posted 31 July 2013 - 04:39 AM

I am disappointed with the lava. It should heat a mech up more quickly and do more damage.

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 Ensaine

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Posted 31 July 2013 - 04:43 AM

I haven't played the map yet.... tried to, but last night's rotation said NO... played like 25 matches......

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 Modo44

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Posted 31 July 2013 - 04:54 AM

Invisible mechs all the time -- black on black, and heat/night vision doesn't really help. Too big for 8vs8 -- similar to Alpine, but even harder to find the enemy. Many pebbles of steel, including one spawn point directly near some titanium boxes.

Looks purdy, though.

#80 mekabuser

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Posted 31 July 2013 - 05:06 AM

View PostWerewolf486, on 30 July 2013 - 11:10 AM, said:

Ummm....TSA_Inferno or TC_Inferno from MWLL?

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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