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Crimsion Strait


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#1 stinkypuppy

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Posted 02 October 2013 - 08:55 AM

The new map is plenty of fun and its cool design make for brutal close range and long range combat and one of my favorite parts need to be the cargo platform as when the main engagement happens there its intense close range multilevel warfare as there is both a battle raging on the top as well on the lower floor and both areas of battle are just as important as the other. after playing a bunch of games here however i noticed that there are some poor map design choices and the map probably would be better off if it was a strait coastline rather than having the strange bend.

some of the critical errors of this map is the conquest point locations as they are all in a line on one side of the map rather than being spread around both sides, also the line design makes it more of a tug of war type map however because of the lack of re-spawns there isn't much of a tug of war going on. some better locations would be one on the south side, one at the docks, and one at the single skyscraper on the north east peninsula. and even in assault mode the areas of battle are mostly the same. also another annoying thing is that pass-way in the mountain could be useful but usually only one lance goes through there and get obliterated before anyone else can support. i drew a overlay on what happens almost every-time i get this map. i do not have a in game picture so i used the one in the island metropolis topic

im kind of a noob with forums so i just uploaded to imgur and linked it here.
http://imgur.com/a/8KjaM

as you can see a huge part of the map is unused and a lot of cool unique environments are not even seen in battle, you walk by them plenty of times but actually having a battle there are very rare. this map would be extremely cool for a 30 minute long game with re-spawns with both teams going head to head fighting in a massive battle across the city trying to take over the control points i suggested and the first team to take the 3 win or whoever has the most at the end of the time limit wins.

EDIT: few major grammar errors i wanted to change

EDIT: the points in conquest are changed from whats potrayed, i guess thats why they did the second game server down session to change this, all data shown are based on the games i had before the second server down. also the new locations of the coquest points are pretty close to what i suggested.

Edited by stinkypuppy, 02 October 2013 - 05:50 PM.


#2 Xtrekker

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Posted 02 October 2013 - 02:38 PM

I've only managed to get this map to come up once so far (playing a few hours last night). The fight ended very quickly with us moving from the northwest base to the middle intersection, and Red power-backcapping us through that whole unused area (as described) around the northeast and the north island.

It sucked. We barely got to see any of the map, and couldn't get enough people back to deal with the ECM lights.

#3 Cion

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Posted 02 October 2013 - 02:43 PM

I feel your concerns, but give the map some time to see how people adjust to it. Maybe we'll see more tunnel plays or some other tactic.

#4 MortVent

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Posted 02 October 2013 - 03:09 PM

View PostCion, on 02 October 2013 - 02:43 PM, said:

I feel your concerns, but give the map some time to see how people adjust to it. Maybe we'll see more tunnel plays or some other tactic.


Flanking runs are starting to be popular, one or two at the pass and the rest swinging around the horn to hit them in the side while they try to get through the pass

#5 Ace Selin

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Posted 02 October 2013 - 04:07 PM

Had 3 matches on the map last night. The map looks good. I like the possibilites it seems to have as far as positions and covering offered, especially the multilevel strategies possible. However these have not been used much at this stage, from what i have seen (early days). All 3 games occured in/arround the tunnels when i played them. It was a 2 level brawl. Seismic was interesting picking up mechs moving towards you (ontop) that you positioned for but couldnt attack (i like it). Overall i really like this map and look forward to many more games on it. *For the first month or so can PGI increase the chance rate of playing this map (at least to some degree)?

#6 Zerberus

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Posted 02 October 2013 - 04:43 PM

View PostCion, on 02 October 2013 - 02:43 PM, said:

I feel your concerns, but give the map some time to see how people adjust to it. Maybe we'll see more tunnel plays or some other tactic.


I already have a few trollicious ideas that I `ve already checked the feasability of in the testing grounds... this is gonna be fun :D

And ace, all new maps are prioritized in the rotation for the first month or 2 to gather telemetry data. It`s why everybody is whining about Terra Therma, before that Canyon Network, before that Tourmaline, before that Alpine.... and in 2 days at the latest they`ll be whining that Crimson Straits is coming up too often.

And they`ll start whining about the frequency of whatever the next map is (lunar?) on the Friday after it`s put in the game. Some things never change. :P

Edited by Zerberus, 02 October 2013 - 04:47 PM.






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