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New Map - Terra Therma
#81
Posted 31 July 2013 - 05:06 AM
1) Shooting around corners. The collision boxes for the canyon walls extend beyond the textured model. This blocks shots that should've otherwise made it.
2) I think the lava effects on a 'mech should happen a lot quicker than they do now, and cause more damage. It doesn't seem that the lava streams located around the map do any damage at all, or raise heat.
#82
Posted 31 July 2013 - 05:10 AM
Caswallon, on 30 July 2013 - 11:36 PM, said:
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?
<scoff> yeah, a pro team cant somehow do what a bunch of mod volunteers did..this map is garbage, plain and simple.
#83
Posted 31 July 2013 - 05:48 AM
I think it will be better enjoyed when we are able to pick mechs based on the map as in my mind at least this one favors faster, lighter mechs. Assaults have a hard time of it so the current ubiquitous steiner drops likely wont like map much. I think thats a good thing, was kinda nice to see cents start popping back up with the buff to srms, and maps like this give mediums more of a reason to exist.
I did encounter the spawn in a crate bug but I was able to back out of it. Still, silly bug.
And I agree with those who think the lava is too cosmetic.
#84
Posted 31 July 2013 - 05:50 AM
I just had a drop with my Jenner on it and moving down the slopes was like there were mini stairs and my mech was making mini jumps on every slope I walked on. It was jump and stop jump and stop all the way. It was also problematic to walk up small hills and inclines, there should be no problems but my mech sometimes slowed down very much or even stop. I don't know if this was caused by my speed which is over 150 because I didn't have these problems with my Victor.
Hope you guys fix this!
#85
Posted 31 July 2013 - 05:59 AM
ragbasti, on 30 July 2013 - 11:58 PM, said:
you mean hotter, don't you?
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
anyway: let's wait for 12v12. this could dramatically change how the maps feel and work. I bet PGI designed the maps specifically to work for 24 players, not for 16.
Edited by Jalik, 31 July 2013 - 06:01 AM.
#86
Posted 31 July 2013 - 06:17 AM
So you can wait for 12 vs 12 but those things are not going to be solved by just that
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
On the other hand, I see a lot of comment like map being rubbish and I can't agree. Ok, some things need to be worked out, but I do like the map a lot.
#87
Posted 31 July 2013 - 06:25 AM
#88
Posted 31 July 2013 - 06:34 AM
#89
Posted 31 July 2013 - 07:05 AM
using yen lo wang i was unable to enter the central cauldara. there is a lip between the central plate the the bridge leading up into the structure from the south.
#90
Posted 31 July 2013 - 07:11 AM
Terrible to play on.
Most the time I was on it I didn't know if I should be watching for Bilbo Baggins and Samwise Gamgese to be delivering the ring, or looking for the big hunk of mouse cheese in this maze, or watching out for my other Terminator clad Space Marines in this single-file-only fighting layout.
Problems with the map:
- No long distance engagements (and I'm a brawler)
- Too much terrain verticality
- Single fire lanes of attack = tons of friendly fire to your back (don't want to play space hulk in MW)'
- tons of bugs (bumps and inviso walls)
- Sucks to play as anything but a scout
Pluses with the map:
- Looks great
- Fun for scouts
#91
Posted 31 July 2013 - 07:14 AM
Are there bugs? Yes, and I'm sure they will be addressed (calm down folks)
For those who say: "It's too big, too hard to walk around, too long to find the bad guys, I don't like managing my heat".... I say to you, maybe a game more like Quake or CounterStrike is for you, where you can find the enemy in .05 seconds, and bunny hop to your hearts content. (sorry to sound sarcastic but this game is touted as a "thinking mans shooter" right?).
#92
Posted 31 July 2013 - 07:21 AM
Also the lava needs to be seriously threatening. Like "oh god why did I stand there" threatening.
A cool secondary version of the map I'd like to see is the volcano erupting and creating an ash cloud that raises the heat even higher and severely reduces vision.
#93
Posted 31 July 2013 - 07:29 AM
The Lava needs to be changed... only the crater see does what lave should do. And there is the other issue: Only one way out - mostly into the direction of the enemy.
Terra Therma = Fail.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#94
Posted 31 July 2013 - 07:36 AM
The first has already been commented on by a few others on the board. Sometimes when I'm on this map my movement is glicthed in that my legs keep getting caught on everything. Yesterday I played Terra therma three times in my spider mech, and while two of them my mech was able to moce at normal speed throughout the match one of the instances was glitched. I constantly kept sticking to the terrain, and I only experienced normal movement when I used my jump jets. I only happens some matches and not others, so it's clearly a glitch.
The second instance happened 15 minutes ago. I was in my Ilya Muromets with a loadout of 3 AC2's and 3 medium lasers. My ac2's are mapped to my first fire group and my medium lasers mapped to the second. In that match I could not fire my AC2's. I was able to fire my second fire group when only the medium lasers were set there, but not my first. I tried remapping one of my AC2's to the second fire group to see if it would fire with the lasers, but instead It prevented the lasers from firing as well. When I remapped the AC2 back to the first group the second fire group would function again. So any fire group I put my AC2's in was glitched and would not fire. This was a resource collection map that ended about 15 minutes prior to this post.
#95
Posted 31 July 2013 - 08:38 AM
It's right that night vision or thermal vision can't help you there... but that's not a disadvantage, it's just a nice map where you need to focus and to try your best. Thumbs up so far.
Edited by Devon Golem, 31 July 2013 - 08:40 AM.
#96
Posted 31 July 2013 - 08:41 AM
#97
Posted 31 July 2013 - 08:58 AM
I took my jenner into the testing grounds and ran around in the volcano with the platform. I jumped down into the lava and ran in circles until I was killed by damage. It took almost a full minute. This is WAY to long considering the amount of lava I was walking in. Falling off that platform should be a death sentence for lights.
#98
Posted 31 July 2013 - 09:36 AM
#99
Posted 31 July 2013 - 10:18 AM
Running through this map is like wading through deep water. When I'm on a road the slowdowns don't seem to be as severe, but even on the bridges I got some slowdowns like I'm klimbing mountains.
When I'm off the roads it is hardly bearable.
I hope this is not a feature. This needs to be fixed soon.
#100
Posted 31 July 2013 - 11:14 AM
Bitslizer, on 31 July 2013 - 09:36 AM, said:
Apparently, the rate at which you heat up in the lava is directly tied to the number of heatsinks you have (and possibly whether it's SHS or DHS). It's possible that the Atlas simply had so many heatsinks that the lava couldn't even heat him up enough to matter.
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