Public Test - Mass Production / Hyperpulse Transmitted - Industrial Map Feedback
#61
Posted 22 August 2014 - 12:36 PM
#62
Posted 22 August 2014 - 01:09 PM
of different object maps, everything is so monotonous until austere. Certainly improve weather and lighting maps and missing shadows for
most small and large objects. Indeed it seems to me as if I went back to the time of Unreal Tournament 2004 and its map. Certainly edge and
carve up the map are illogical and sophisticated little up in haste. This my observation, otherwise great job developers ....
#63
Posted 22 August 2014 - 01:11 PM
here's some feedback:
I really like the atmosphere of the new map. Look and feel of an actual industrial area. Especially the artificial lighting is great. Reminds me of some Refinery areas I've seen... Awesome work on that part!
What I do not like are the pockets on the outer rim of the map. They will tend to be unused for fighting, but will be well used for hiding by the last lights with ECM that survive a game... - that will really be a pain in the a....
But I do like the darkness in these areas though: this will give the map some variation. But therefore, these areas need to become a bit more accessible so they will be used.
Suggestion: connect these areas to make the effective map area larger. Keep them dark. E.g. put there some large open storage or integration buildings... (thinking of the large Vertical Assembly Building at Nasa in Florida). Or put there some tall, egg-shaped Dropships waiting to be loaded and waiting for launch. Some very tall vertical pipe structure buildings like those you can find at Refineries or Chemical industrial areas would also fit there (with some broken, cracking lights to get some spooky atmosphere).
Another thing - for the mech hangar: put real mechs there, that are shut down. Also place more such shut down mechs at distinct points on the map (waiting to be shipped or waiting to be repaired). This will allow players to stand in the rows of these mechs, shut down and wait for their prey. Nice gameplay variant.
These suggestions are not small improvements to make, I understand. But take your time at this map to make it completely awesome, rather than pushing out a map with some odds and ends.
Cheers,
Taifune
Edited by Taifune, 22 August 2014 - 01:14 PM.
#64
Posted 22 August 2014 - 02:34 PM
The layout and sheer dynamic vertical-ness of the landscape is a jumpjetter's dream. I spent a great deal of time just running around in my spider just to see what was climbable. Turns out, mostly everything, if you have the right launch point.
Took the new Vindicator to see how a less jump capable mech might do, and was pleasantly surprised. Jumpjets may have less vertical thrust now, but they really do shine in terms of maneuvering around this map. Each tier of the ground is easily reachable with a timed burn and popping up and over and behind cover is a fantastic experience when trying to lose a pursuer. Non, jump capable mechs noticeably had to run a -lot- more around the map. Cant stay static, or a jumper will crest a nearby building and blow you away.
The feel and atmosphere is fantastic, however some of the areas feel very brightly, and starkly lit. This is in comparison to some incredibly dark areas, where not even light amp gives you much detail. If this is intentional, then great, but i think it the extremes could use some reigning in. Loved that i could run around the whole map and not have to turn light amp on to target, even though there's black sky above me
Especially liked how the HPG and burning tower from the opposite side of the map, are all hazy and look like a background set-piece, but when you run up to them, they clear up and are approachable.
Had some bugs, but they'd all already been reported over in the other thread.
Hit and fade is your friend on this map. Hunter's paradise. Well done guys, everyone's going to love it
#65
Posted 22 August 2014 - 08:28 PM
#66
Posted 22 August 2014 - 10:22 PM
I was getting great (for MWO) framerates of 80-90 most of the time, but was still getting a surprising amount of micro stuttering and performance issues, and often found myself feeling like I was getting frame lag only to look up at the FPS counter to see that it was well over 60.
Seems like a fun map overall, and I hope the combat continues to break out in sectors all over the map instead of the little arenas that dominate most MWO maps. The lighting and postprocess feel like they were done as an afterthought however, and need a lot of polish.
#67
Posted 23 August 2014 - 12:31 AM
Looks awful.
Edited by Chaser187, 23 August 2014 - 12:31 AM.
#68
Posted 23 August 2014 - 12:45 PM
However, repeating textures and empty areas somehow don't feel natural.
Why would anyone leave "mud" between the factory buildings? The holy complex should have been sealed. The ramps also appear to be too straight and edged. Unsealed enviroment is much smoother.
#69
Posted 24 August 2014 - 12:57 AM
Visuals
My very first impression was that the lighting and texturing was weird and the map felt unfinished somehow. I still can't figure out why I felt that though.
In general, I prefer maps with good visibility and I expected (for some reason) that it will be a daylight map. But, this isn't much of an issue for me. And after playing a lot of matches, I got used to the visuals and the mood.
Gameplay
The first few games felt chaotic and were pretty fun. Fights happened all over the map. However, once I, and others, began figuring out the map's layout, people started fighting over the same 1 or 2 spots on the map. If I remember correctly, the map is divided into 2 sides by a raised platform and there are only 4 ways to get through (without jump jets) and they are spread far apart. This usually led people to one of the two middle chokepoints and a lot of the fighting in my later games happened there. This is bad! I really wish there were a few more passageways near the center. If more passageways were added, I would be happy with the map's layout.
Performance
I was pleased to see that the map ran smoothly for me. My computer has a weak CPU (only an Intel Dual Core 2.4GHz--I know it's below official minimum requirements ) and a decent GPU (nVidia GTX660). This map uses less CPU it seems.
#70
Posted 24 August 2014 - 03:57 AM
For me you don t Need soo much differrent light and buildings. Better make 10 simpel maps wich gives a wider badwich for tactical options. Even if you give us a flat map without anything.....It would bee something differrent. Or a map like doom2...a maze.
#71
Posted 24 August 2014 - 09:52 PM
I would suggest some random flickering or turning ON/OFF of some of the lightings or a blackout once in a while
#72
Posted 25 August 2014 - 08:08 AM
Because it supports all three vision modes (Night, Heat, and Normal), it would be great if the following could/would be implemented *probably needs to be a features/suggestion post though...
When in Heat Mode by any of those flame sources or other hot sources, if a mech is hot it blends into the surroundings.
When in Nightvision mode, some of those rather bright areas obscure the optics and mechs blend into those areas as well.
#73
Posted 25 August 2014 - 11:27 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users