Maybe this belongs in the map section, but there's a suggestion herein:
Well, granted I've not played the new map much, but here's my first impression:
Map is WAY WAY WAY too big. First match, nine (9) minutes into the game, there was a total of 3 kills. I didn't have a shot at an enemy player the WHOLE match. NO shots in the entire game. We won in Conquest mode 750-726, and there were 4 total kills. 75% of the mechs had less than 100 damage, and 4 had ZERO! I'm not a fan of the large maps anyway, but this was horribly boring. Horribly.
My suggestion is to cut the size of this thing down...a lot! Graphically it is amazing! Kudos for the design, but if it's too large to even engage, then whats the fun in playing? I mean this thing seems larger than Alpine and Desert by far, both of which I feel are too large. Maybe it's designed for the 12 player mode, I donno, but this didn't work, at least this time. Running around for 15 minutes and never even getting a glimpse of an enemy mech sucks.
On a positive side, the map's beautiful. Great features, ravines to hide in and hill tops to fire from, etc.
Is there any way to shrink this thing down some?


Imo Terra Way To Big
Started by Wyatt Earp, Jul 30 2013 01:57 PM
10 replies to this topic
#1
Posted 30 July 2013 - 01:57 PM
#2
Posted 30 July 2013 - 02:12 PM
By big I presume you mean impressive
I've only run around it in training grounds, so am not sure how it will play out, but I said wow when I got to the central volcano.
It probably didn't help that you were playing conquest.

It probably didn't help that you were playing conquest.
#3
Posted 30 July 2013 - 02:26 PM
All of the newer maps are going to need to be this big. Perhaps you haven't hopped on the test servers and played the 12 v 12 matches yet, but I can tell you right now...they are BRUTAL on those older tiny maps.
Trust me, bigger maps is a good thing.
Trust me, bigger maps is a good thing.
#4
Posted 30 July 2013 - 02:48 PM
You guys are probably right. No, I haven't tested the 12v12, but I see your point. Maybe that game I played was a fluke. But I've never had one like that before, never. Just got the feel it was too large for me to cover. We'll see, but I know the 12v12 will help the feel.
#5
Posted 30 July 2013 - 03:40 PM
It's not just the 12v12, although that is a major factor, but the map is new, and people generally haven't learned the lanes yet. Once people start meta-thinking the map, you'll see a lot more fights.
#6
Posted 30 July 2013 - 04:03 PM
Good point, Gaan!
#7
Posted 30 July 2013 - 04:50 PM
I don't like this map either. A smaller map could have been funnier. And I don't like night.
#8
Posted 30 July 2013 - 05:16 PM
Realy built for 12on12 which isn't bad. Could you see 12on12 in river city. Fight wqould practically be over in seconds. If 12on12 becomes a regular feature then all the maps will have to be scaled to about the same.
Just starting to get a feel for the map. 8on8 ain't enough for it. If the engine and peoples pc's could handle it. Then that one would work for two full regiments, 36on36.
Just starting to get a feel for the map. 8on8 ain't enough for it. If the engine and peoples pc's could handle it. Then that one would work for two full regiments, 36on36.
#9
Posted 30 July 2013 - 06:50 PM
As I said a while back, big maps really require different game modes to play well, with more use of the map space itself in its entirety to simulate an 'operational' level type battle. Like "traditional" conquest modes in Battlefield 3 or 4 with enormous maps and re-spawn, or MW:LL's excellent "Terrain Control" mode.
#10
Posted 30 July 2013 - 10:28 PM
imo peoples mechs are too slow.
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