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Crimson Strait, The Best Map In The History Of Maps Ever!


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#21 mekabuser

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Posted 02 October 2013 - 01:34 PM

i like that its sunny. Sunny days are nice days for combat

#22 Carrioncrows

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Posted 02 October 2013 - 02:01 PM

View PostPanzershriek, on 02 October 2013 - 09:58 AM, said:


Point of order. Missles fly at 120 meters per second. that is 393 feet per second. At 150 kph my Jenner is going 136 feet per second. So 393 vs. 136 is a little bit of a difference. 3-1 in favor of the missles. ..... Not trying to tell you to be a fan. Just saying that there are numerous avenues of approach or retreat on Straits that you have the option to use.


A light mech going 150+ kph is largely immune to LRM fire.

What does largely immune mean? It means 90% of the missiles miss or do not do damage.

I'm sure your math says differently and sure, math is fantastic if it works, however we have HSR issues and LRM turning issues which allow lights to circumvent a lot LRM fire.

What does this all mean?


That knowing is half the battle.

#23 LastPaladin

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Posted 02 October 2013 - 04:09 PM

I would love to be able to agree with this topic, but I haven't really been able to play the thing yet. The map did look cool for the one match I got to play on it, but I barely saw any of it, and it still hasn't come up again yet. Please increase the spawn rate (a little).

#24 Steelgrave

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Posted 02 October 2013 - 06:32 PM

View PostCarrioncrows, on 02 October 2013 - 08:54 AM, said:

I am not a fan.

It's great if you are a sniper or long range mech but you most decidedly suffer if you are a brawler.

There simply put is no way to get into the fight if you are a brawler due to the massive expanses of OPEN areas where all points lead to.

Underneath the docks where the tunnels are even there there is virtually no cover.

Sorry but this map is nothing but pure frustration for me, every other map out there at least allows you to be clever and use cover to advance on the enemy.

Otherwise you just end up sitting in the back doing twiddling your thumbs or trying to advance and forcing extremely bad situation.


Every drop I've had on it turned into a close combat brawl. My first drop netted four kills with my very close range Atlas. All other experiences thus far have been similar. Maybe that's just because I pilot in-fighters of various flavors.

#25 Corvus Antaka

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Posted 02 October 2013 - 07:52 PM

Cant wait to see more maps like this.

This map may perma kill LRMS with the current state of ECM though.

#26 Sybreed

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Posted 02 October 2013 - 07:53 PM

View PostKhobai, on 02 October 2013 - 06:28 AM, said:

The biggest problem with crimson strait is that the fighting always happens at the same exact spot. It's too linear and predictable. My favorite map is still tourmaline because its big enough to give you plenty of strategic options, but has good enough sight lines, and is pinched just right in the middle to make it very hard for the other team to walk past you without you seeing them.

that would be the problem for all PGI maps actually. Fighting always occur in the same place, even in Conquest.

#27 miscreant

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Posted 02 October 2013 - 10:03 PM

I LOVE CRIMSON STRAIT!

Not only is it an amazing map - but I had my BEST GAME EVER on that map.

8 KILLS!

http://imageshack.us...9/3610/qrwu.png

#28 RickySpanish

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Posted 03 October 2013 - 09:47 AM

I love the map, the only issue I have with it is purely aesthetic - in quite a few areas the terrain peaks through objects such as walls and roads, and the parking area tunnel exit has pillars floating off the ground for some reason - kinda kills immersion.

#29 Burke IV

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Posted 03 October 2013 - 10:00 AM

Iv played this map a few times now and i can tell you its teh best map evar. The fights are just spectactuar! Its a shining example of the art of map making....


:D

#30 white0Fox

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Posted 03 October 2013 - 11:19 AM

Best Map ever, great work PGI, we want more :D

#31 Bront

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Posted 03 October 2013 - 11:40 AM

Curse my inability to drop on this map!

Curse my inability to get into the game long enough to drop to this map!

I ran around it in the trial though, very nice.

#32 Fut

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Posted 03 October 2013 - 12:02 PM

View PostCarrioncrows, on 02 October 2013 - 09:13 AM, said:


You also go a 150 Kph which makes you largely immune to LRM's and can cross open area's in a blink of an eye.

Try doing it in a brawler hunchback going 64 kph with 5-6 enemy mechs turn your little mech into the Metal Duck at the carnival that people shoot BB's at.

What other option is there? Sit back and watch your team get sniped and whittled away and hope they come into range? Or charge and get lit up.

Sorry but I am not a fan. Even Aspen has better avenues for me as a brawler to approach the enemy and get into range without getting murdered.

Every map in the game gives brawlers a means to advance on the enemy, EXCEPT for CS.

I can't get behind it.


Well there's your main problem, your Hunchie is way too slow.

#33 uebersoldat

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Posted 03 October 2013 - 12:07 PM

Agreed, this map 0wns!

#34 mekabuser

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Posted 03 October 2013 - 03:04 PM

had a great time playing it last night.. It would be very nice if they could ramp up the enviromentals etc for all their maps.
whoever thought of the dual level design should get a raise.

Am not a fan of those canyon trees tho. they are seriously kinda ugly and the way they are placed is imo kinda lame.

my first impression of the buildings is kinda the same,, its a bit vanilla i think. So far I like how the battles play out, but more attention to details would be nice.

#35 GrimLeo

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Posted 03 October 2013 - 03:42 PM

The road network on Crimson Strait would allow the running of the Locust Grand Prix. Yes, I did just see Rush.

#36 Death Weasel

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Posted 06 October 2013 - 06:33 AM

View PostGrimLeo, on 03 October 2013 - 03:42 PM, said:

The road network on Crimson Strait would allow the running of the Locust Grand Prix. Yes, I did just see Rush.


MEEP MEEP!!! VROOOOOOOOOOOM WHOOOOOOOOSH!

"What was that?"
"A Locust."
"Locust pilots are the weirdest...." :-/

I WILL BE THE COURT JESTER!!

#37 Nunspa

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Posted 06 October 2013 - 07:04 PM

View PostGrimLeo, on 03 October 2013 - 03:42 PM, said:

The road network on Crimson Strait would allow the running of the Locust Grand Prix. Yes, I did just see Rush.



must.make.this.happen

#38 Krivvan

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Posted 07 October 2013 - 04:22 AM

View PostCarrioncrows, on 02 October 2013 - 09:13 AM, said:

Try doing it in a brawler hunchback going 64 kph with 5-6 enemy mechs turn your little mech into the Metal Duck at the carnival that people shoot BB's at.


That's because a 64 kph Brawler Hunchback isn't a viable mech in the first place. It has no redeeming qualities. It's like blaming a map because it's hard to use the stock PPC Awesome on.

The map itself very much allows both brawling and sniping.

#39 Straylight

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Posted 07 October 2013 - 04:40 AM

Haven't actually played it yet, but spent some time exploring it in testing. Fantastic map. Absolutely outstanding.

It's roomy. There are good flanking and evasion opportunities, a few good sniper roosts with long, clean lines of sight for them to exploit, but also some very dense tangles to get lost in. Playing cat and mouse games with other Light pilots is going to be a blast.

It's varied. Hilltops looking over water, the dense knot of the docks, medium-range open areas around the rail yard with abrupt edges, coastal roads. There's no other map that mixes up terrain types as much or as well. Doesn't matter what you're driving, there's some kind of terrain to suit you.

It's three-dimensional.Without a doubt, this is the "WOW!" factor on this map. The docks, the landing platforms, the tunnel, the bridges... the ability to have two different firefights going on one stacked atop another, and lots of fairly easy transitions between the map's different levels (hope you brought jump jets!) means that threats and opportunities are now coming from six different directions instead of four. This makes the entire game more hectic, and that's good fun. This alone makes Crimson Strait my favorite map.

It's pretty. No fog, no haze, no snowstorms, none of that annoying {Scrap}. The map isn't all one color and one texture; it's varied between hills, roads, water, the docks, the rail lines, the buildings against the warehouses, and so on. I can tell at a glance exactly where I am (I STILL get turned around on the boring, monochrome, repetitive Terra Therma), and there's always something interesting to look at.



All of the maps in MWO before now have been lacking something: identity. All of the other maps suffer from some combination of being boring to play on (Forest, Frozen, River, Canyon, Caustic, Terra), boring to look at (Alpine, Canyon, Caustic, Tourmaline, Terra), or so clogged with mucky environmentals (Caustic, Frozen, Forest) that you can't see the map anyway. They don't feel like places. They feel like... well, the feel like generic FPS multiplayer maps.

Crimson, though... Crimson feels like a place. It feels like it's a city with a name, that I can flip open a Stackpole novel and read about. I wish there were more signs of life (more cars parked about, kind of like River has, and where are the trains that are supposed to be on those rails?), but even without that Crimson still feels more complete, more real than any of the other maps.

I'd love to either see a Crimson Night, where the lights from the city reflecting off the water give the map a bizarre, acid-trippy glow, or a Crimson Strait in the middle of a miserable, gloomy, film noir rain.

#40 MadMaxMKII

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Posted 07 October 2013 - 05:16 AM

View PostStraylight, on 07 October 2013 - 04:40 AM, said:

I'd love to either see a Crimson Night, where the lights from the city reflecting off the water give the map a bizarre, acid-trippy glow, or a Crimson Strait in the middle of a miserable, gloomy, film noir rain.


i like your way of thinking.
best map so far. so much intense fighting.





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