

New Terra Map, Terra Bad.
#21
Posted 30 July 2013 - 11:11 PM
If they turned off the cap option for battles where the CLG was not at least -4 I might feel differently.
It's a shame, I was so looking forward to this map, played all day for 2 drops here and one was awesome, the other was a quick cap.
Also, not sure why this map is so rare; the last 2 new maps were like 30% when they first dropped...
#22
Posted 30 July 2013 - 11:31 PM
#23
Posted 31 July 2013 - 12:00 AM
- no real visual highlights or standing out landmarks besides the structure in the middle

- way to big, alpine 2.0 now with more walking
- way to dark, no landmarks + nightvision = uninteresting map
While i really like the textures and ambience its another map that looks like it has been done by a map "generator" tool, you guys really need to look into maps from other games to get an idea what makes a map playable and interesting...1 texture set and some generic landscape is so 90s
[edit] I saw this coming with canyon network allready, why is the dumping ground and the sewage works on there at a position that nobody ever traverses, why arent those at positions where the capture points are?
good map: "I am at the factory and theres 3 heavies and a assault coming in from THE volcano."
bad map: "I am somewhere with rocks n lava and theres 3 heavies and a assault coming from somewhere with more rocks n lava"
#24
Posted 31 July 2013 - 04:10 AM
Play wise, it allows for both long and close combat.. but even with 12 v 12 coming, the map is rather large.. my own opinion is even with 24 v 24 we will only end up using half of the map.
Kind of disappointed with lava... I really though it would start the heat index climbing just being near it or worst in it not to mention taking thermal damage to the legs similar to being shot by a laser. I notice I overheat more on Caustic then on this map...which has me confused.
So far after walking up and down red running lava... all I get is slow movement. Seems to be what I pictured water should be like in other maps.
The map does funnel you towards the center.. I guess so that in a map so large you are bound to come into contact with the other team at some point.
Map size means someone needs to stay back to defend the base because if a light starts a cap... really no way even a medium can walk back from mid map in time.
#25
Posted 31 July 2013 - 04:34 AM
This will do fine once 12v12 hits. The other thing is to put a rear guard on the flag and have a little patience to let someone scout for where the other teams heavy hitters are going. It doesn't take much self control to wait an extra minute or two to make sure you defend well/go the best route.
I am disappointed with the Lava. It should do more damage and heat, more quickly.
Edited by Prezimonto, 31 July 2013 - 04:34 AM.
#26
Posted 31 July 2013 - 05:36 AM
That being said, the lava seems to do almost nothing. As an experiment, I fell into the pool of lava at the center to see how fast it killed me in my Cataphract. It did next to nothing other than driving the heat up slowly.
Now, I understand that if we do get collisions back in the game, we don't want "ring outs" to be the main mode of victory on a map like this, with mechs melting into a puddle the moment they fall into the lava. I also don't think minor lava flows should be much of a danger unless you just stand in them; however, that huge pool of lava in the center should be a real danger vs. an annoyance.
#27
Posted 31 July 2013 - 05:41 AM
cauldron is perhaps the only map where the terrain is scaled correctly . These maps are depressingly dissapointing.
mekteks mt doom , far superiour. mwll inferno , superiour . I mean seriously, what gives?
and finally , who in their right mind would engage in a battle on terrain like this? no one. thats who, except the pgi devs who would just be bombed into oblivion by airstrikes.
PGI.. your map team is a failure, obviously composed of people who have zero understanding of what makes a good map.. or god forbid, a fun map.
Even tourmaline , while fine is over the top..
HEres an idea, why dont you take some existing terrain maps from EARTH< MARS , venus and titan and the MOON and use that REAL terrain and make a map? eh?
#28
Posted 31 July 2013 - 05:48 AM
Only issue I found was terrain hitbox issues (I suppose that is the term). There was a couple of times I clearly saw the enemy from around a cliff and fired at them only to see my lasers impact some invisible wall in front of me. Clearly the lasers visually cleared the cliff wall, but still hit the terrain hit box.
Other then that, it looks AWESOME, plays pretty good (there is a lot of paths).
The one match I played we lost to a base cap. If there is one thing I noticed, there is a lot of back ways into each base that isn't very visible. I do wonder if this map will be more prone to base capping than usual.
#29
Posted 31 July 2013 - 06:09 AM
It's a new map, so there inevitably will be those who say "OMG it's the best map ever!!" but, just like Alpine, I think people will eventually see this map for what it is - a dark, hot terd.
#30
Posted 31 July 2013 - 06:13 AM
1. Too big for the current game modes. You don't have a chance to run back to base and stop someone from capping if someone sneaks past your lines, which is easy because even from hills you can't get a good overview.
2. If you thought Conquest on Alpine was bad, this map will make your mech throw up its internals. If you don't have some fast light mechs (matchmaker loves doing that) your chances to outcap are slim and your chances to destroy all opposing mechs are even worse.
3. No damage and heat not going up when standing in lava?
4. No good places for scouts to gather info. If you don't have JJ you can't even get on a hill. It's like a new game mode "hide and seek" where both teams can advance and only have a 50:50 chance to see an opponent before standing on the cap.
My conclusion:
Nice map layout but too much focus on light/fast mechs and JJ. No risk lava streams are boring.
Needs adjustments in form of some hills which can be climbed without JJ, maybe add sensor stations which can be captured and offer radar information about an area andadjust matchmaker to give every team a mix of mechs from different weight classes (8vs8/12vs12 premades excluded).
Edited by Roadbuster, 31 July 2013 - 06:16 AM.
#31
Posted 31 July 2013 - 06:56 AM
As to the size, well we will all need to get used to big maps because with 12 v 12 looming every new map will be designed to cope with 24 mechs running rampant on them.
Learn the map and use the space to your advantage and enjoy the view!
#32
Posted 31 July 2013 - 07:07 AM
I hate this map! It is boring, too big and too hot. No one fights on a planet like this. The minerals you can get on any asteroid in every ******* system. So PLEASE let us fight in urban regions with waterfalls, rainbows, cities, woods, swamps and all the areas they are worth to fight for.
When ever i play this map in the future i will watch tv and go to enemy base... wonderfull gameplay. They give us a 12 vs.12 map without the gamemode. This is madness!
Ps: We need an AC Assault Mech
o/
#33
Posted 31 July 2013 - 07:50 AM
#34
Posted 31 July 2013 - 07:53 AM
#35
Posted 31 July 2013 - 07:58 AM
I am suprised the community hates the heat of this map so much. The heat discourages alpha striking and promotes better weapon management. Think of it as a handicap like dark on Rivercity Night and the blowing snow on Frozen City. Just have to manage your weapons more and deal with it.
As a side note, although I would like to see lava cause more damage, having lava streams cause leg damage would be pretty bad for lights. There is little lava streams everywhere, how do you avoid that? Evereyone would have fried leg internals. Maybe if they added some lava pools here and ther, that could cause damage to legs.
#36
Posted 31 July 2013 - 08:06 AM
Edited by Phylum, 31 July 2013 - 08:06 AM.
#37
Posted 31 July 2013 - 08:07 AM
#38
Posted 31 July 2013 - 08:10 AM
#39
Posted 31 July 2013 - 08:20 AM
MeiSooHaityu, on 31 July 2013 - 07:58 AM, said:
I am suprised the community hates the heat of this map so much. The heat discourages alpha striking and promotes better weapon management. Think of it as a handicap like dark on Rivercity Night and the blowing snow on Frozen City. Just have to manage your weapons more and deal with it.
As a side note, although I would like to see lava cause more damage, having lava streams cause leg damage would be pretty bad for lights. There is little lava streams everywhere, how do you avoid that? Evereyone would have fried leg internals. Maybe if they added some lava pools here and ther, that could cause damage to legs.
I don't want brief contact with lava to cause damage, but what I find strange is that I can literally walk around in that lava pool in the center of the map (under the circular catwalk) without taking damage. Now, it does slowly make my heat go up, and maybe at some point I'd overheat or take damage from the lava, but the effect of huge lava pools is currently underwhelming, IMHO.
#40
Posted 31 July 2013 - 09:32 AM
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