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New Map - Terra Therma


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#81 TELEFORCE

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Posted 31 July 2013 - 05:06 AM

I really like the way the map looks. There's a couple issues though:

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 mekabuser

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Posted 31 July 2013 - 05:10 AM

View PostCaswallon, on 30 July 2013 - 11:36 PM, said:

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?

<scoff> yeah, a pro team cant somehow do what a bunch of mod volunteers did..this map is garbage, plain and simple.

#83 Targaryen X

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Posted 31 July 2013 - 05:48 AM

I like the map, however I'll qualify that by saying Ive only dropped upon it twice so far. (Canyon, canyon, canyon, therma, canyon, canyon... :/ )
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 z3a1ot

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Posted 31 July 2013 - 05:50 AM

Map looks nice that's for sure.

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 Jalik

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Posted 31 July 2013 - 05:59 AM

View Postragbasti, on 30 July 2013 - 11:58 PM, said:

Also the ambient temperature of the map seems a little conservative ? 105-110°C would have been cooler


you mean hotter, don't you? :)

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 MvdS74

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Posted 31 July 2013 - 06:17 AM

Some of the things mentioned have nothing to do with the size. Like the lava behaving like water (cooling the mech down instead of melting it) and not being able to walk up hills, getting trapped and stuf. And having to walk close to 10 minutes just to get to the other side (for like capturing the enemy base) what leaves 5 minutes of gameplay for the rest of the match.

So you can wait for 12 vs 12 but those things are not going to be solved by just that ;)

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 NRP

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Posted 31 July 2013 - 06:25 AM

I don't like this map. It looks fantastic, but it is simply too dark. I really dislike low visibility maps. And it's too hot. Damn it PGI, why do you insist on continually punishing energy builds? Also, all the slopes and mountains make driving anything other than a light an exercise in futility due to the movement penalties. This map is going to be just like Alpine, which is to say, not your best effort.

#88 KingCobra

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Posted 31 July 2013 - 06:34 AM

I think the map is great its the right scale and the right size the assaults and heavies are not quite maneuverable enough for the terrain though and for assault mode you really need to delete the bases or make the 2 bases non capture in assault mode. To many light pilots wait till you have gone deep into the map and are coming to your base and get a easy capture win which =NOT FUN!!!!!!!!.

#89 Tombstoner

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Posted 31 July 2013 - 07:05 AM

Bug report

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 Hillslam

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Posted 31 July 2013 - 07:11 AM

Great looking map.

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 Shaddie

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Posted 31 July 2013 - 07:14 AM

Overall: Love the new map. Great visuals. Thank you PGI team!

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 Butane9000

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Posted 31 July 2013 - 07:21 AM

The map looks cool but it's seriously way too big. You could move through the entire map without seeing a single enemy and that's a problem. I honestly don't think 12v12 will solve that either. Right now 1 team usually sits on their cap while the other team pushes towards them. But what happens when both teams use this strategy?

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 Taron

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Posted 31 July 2013 - 07:29 AM

The map looks cool, but to play it is a waste of time... had it 5 times in row, 3 of them we won by cap without even SEE an enemy.

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. ;)

#94 Melphina

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Posted 31 July 2013 - 07:36 AM

I have found a pair of bugs to report in this map.

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 Devon Golem

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Posted 31 July 2013 - 08:38 AM

This map looks like hell and it's a great place for epic battles. Certainly it's too big, not only for assaults.

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 ho1mes

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Posted 31 July 2013 - 08:41 AM

Love the map, great ambiance. A little on the dark side, but overall it's great. Felt lost the first several drops -- couldn't really see any obvious paths. This might have led to the bit of frustration I felt to get to the action. Kinda like alpine, except you can see in that map. But I think with a few tweaks this map will be really fun with 12v12.

#97 42and19

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Posted 31 July 2013 - 08:58 AM

Seems that my opinion is shared by many.

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 Bitslizer

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Posted 31 July 2013 - 09:36 AM

There seem to be some bug with the lava pit under mount doom, was in a match yesterday where of course many mechs were in the lava pit, however there was 1 Atlas who can keep alpha striking in the middle of the pit without overheating, where the rest of the mech was all trying to make it out of the pit because their heat was stuck at 90%

#99 Windsaw

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Posted 31 July 2013 - 10:18 AM

I just got this map in my Commando so contrary to Jenners I don't have Jump Jets.

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 Leafia Barrett

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Posted 31 July 2013 - 11:14 AM

View PostBitslizer, on 31 July 2013 - 09:36 AM, said:

There seem to be some bug with the lava pit under mount doom, was in a match yesterday where of course many mechs were in the lava pit, however there was 1 Atlas who can keep alpha striking in the middle of the pit without overheating, where the rest of the mech was all trying to make it out of the pit because their heat was stuck at 90%

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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