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The Most Boring (Or Annoying) Of Maps, Your Votes?
#21
Posted 16 September 2014 - 02:30 AM
#22
Posted 16 September 2014 - 02:54 AM
The "hill" seems to give one team the recon/defensive advantage in Assault and Skirmish. The lower base can not move anywhere on the map without the upper base knowing their every movement.
It is also a purely long range map with no advantage anywhere for short range mechs.
It needs way more cover to mask lower base movements and it could use a descent sized cave system under the hill with a couple of outlets for flanking and keeping the high base team from turtling on the hill.
#23
Posted 16 September 2014 - 03:03 AM
#24
Posted 16 September 2014 - 03:10 AM
#25
Posted 16 September 2014 - 03:12 AM
#26
Posted 16 September 2014 - 03:17 AM
#28
Posted 16 September 2014 - 03:27 AM
Caustic isn't fun with brawling builds, Canyon Network with mechs without jumpjets.
Terra Terma is one of my favorite maps, actually.
#29
Posted 16 September 2014 - 03:50 AM
The problem isnt the map in itself, but pugs can only ever manage to do one thing on it, and thats die in the pug zapper
If i could, its the only map i would flat out refuse to play
#30
Posted 16 September 2014 - 04:35 AM
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Canyon Network (superb map)
Tourmaline Desert (still racetrack time, but its big enough to counter most negatives)
Crimson Straights (alot of choices for where to go, it has more dynamic combat than most maps)
Maps that need work from the ground up.
Terra Therma
Not about heat, the layout is horrid, king of the hill, you have 1 chance to choke off the enemy and if you fail the game is typically over and there is little you can do about it, besides the center the rest of the entire map is typically wasted space.
River City
NASCAR TIME!, round and round we go, too easy to just run around run around, combat is stale there, and there are too many annoying props that get you stuck.
Frozen City
Nascar TIME!, just another run around in circles map, alot of glitchy terrain and props to get stuck on, although it does have some dynamic to it, generally its just too small.
HPG Manifold
Nascar TIME!, yet another king of the hill or run around in circles map, except all the props/walls have terrible collision meshes that extend far past their visual geometry, weapons clip into these edges and its a pain, otherwise this map is decent.
Forrest Colony,
NASCAR TIME!, too small, not enough real cover in the center map area, it just forces everyone to play racetrack round and round. Not enough dynamic or cover to move around it and make it fun.
Alpine
Single biggest flaw of the map, is keeping that Giant hill there, KING OF THE HILL, and usually its the team spawns randomly farthest away with their assaults that loses, Its another, random chance but you already know you've lost in the first 2 minutes of the game and can do nothing about it maps.
Most of the entire map is wasted space, never will be used, and thats sad.
Conquest changes this up a little bit, then games get more interesting.
We need larger faceoff maps, bits of city, better cover, things that can make dynamic combat better.
The farther away you guys move from this whole Racetrack mentality, King of the hill crap, the better gameplay will get.
Think BIG maps, varried terrain with good cover.
Conquest, while it may not be a favored game mode, does push players to make use of the Entire map, and not just tiny sections of it or just the center.
#31
Posted 16 September 2014 - 05:01 AM
Mister D, on 16 September 2014 - 04:35 AM, said:
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Canyon Network (superb map)
Tourmaline Desert (still racetrack time, but its big enough to counter most negatives)
Crimson Straights (alot of choices for where to go, it has more dynamic combat than most maps)
Maps that need work from the ground up.
Terra Therma
Not about heat, the layout is horrid, king of the hill, you have 1 chance to choke off the enemy and if you fail the game is typically over and there is little you can do about it, besides the center the rest of the entire map is typically wasted space.
River City
NASCAR TIME!, round and round we go, too easy to just run around run around, combat is stale there, and there are too many annoying props that get you stuck.
Frozen City
Nascar TIME!, just another run around in circles map, alot of glitchy terrain and props to get stuck on, although it does have some dynamic to it, generally its just too small.
HPG Manifold
Nascar TIME!, yet another king of the hill or run around in circles map, except all the props/walls have terrible collision meshes that extend far past their visual geometry, weapons clip into these edges and its a pain, otherwise this map is decent.
Forrest Colony,
NASCAR TIME!, too small, not enough real cover in the center map area, it just forces everyone to play racetrack round and round. Not enough dynamic or cover to move around it and make it fun.
Alpine
Single biggest flaw of the map, is keeping that Giant hill there, KING OF THE HILL, and usually its the team spawns randomly farthest away with their assaults that loses, Its another, random chance but you already know you've lost in the first 2 minutes of the game and can do nothing about it maps.
Most of the entire map is wasted space, never will be used, and thats sad.
Conquest changes this up a little bit, then games get more interesting.
We need larger faceoff maps, bits of city, better cover, things that can make dynamic combat better.
The farther away you guys move from this whole Racetrack mentality, King of the hill crap, the better gameplay will get.
Think BIG maps, varried terrain with good cover.
Conquest, while it may not be a favored game mode, does push players to make use of the Entire map, and not just tiny sections of it or just the center.
Personally, I can't wait for the new mode.
#32
Posted 16 September 2014 - 05:12 AM
River City: Far too small to make affective use of "maneuver" warfare with only three avenues of attack. Brawls in Conquest end up being in the same general area, around Kappa, Theta, or behind the citadel. Despite all of the buildings, it offers very little cover.
Frozen City: Turning down the "fog" would go a long way in making this map more enjoyable. I actually like the night version because of the clear LoS.
Forest Colony: Maneuver warfare is better on this map than most of the other early maps, but it needs to be made larger with more avenues to attack and defended from.
Terra Therma: The one beef I have with this map is the stupid "march to the volcano arena" that nearly every match turns into. The volcano really needs to be redesigned so as to not encourage players to go there all of the time.
#33
Posted 16 September 2014 - 05:16 AM
Plus the layout makes the whole map feel claustrophobic. The battle over the building overlooking the water nearly every game does not lead to many interesting tactics most of the time.
Edited by The Ripper13, 16 September 2014 - 05:19 AM.
#34
Posted 16 September 2014 - 06:49 PM
#35
Posted 16 September 2014 - 06:58 PM
My most favorite: Crimson Strait, Frozen City Night, HPG, Tourmaline
I used to really hate Terra Therma, but after being forced to play it umpteen million times, I've made my peace with it. I do bump up the gamma when it appears, as it's too dark by default.
#36
Posted 16 September 2014 - 07:04 PM
#37
Posted 16 September 2014 - 07:06 PM
Crappin Canyons (Canyon Network)
and Craptic Valley.
Both so full of the wrong things to put in a map.
#38
Posted 16 September 2014 - 07:10 PM
The maps i'm neutral toward to are: Terra Therma, Caustic Valley, Frozen City (Night). Interesting maps due to their heat mechanics, and in TT's case, LRM unfriendly so that's a bonus. They have their issues but also enough good points they're OK.
The maps i don't like: The rest.
Forest Colony is fugly (both versions), and doesn't have enough cover and routes on one side, the other is too open. The original better lit one was better version but... well, it isn't a good map even with better lighting.
Frozen City (Day) is terrible, it has **** performance and it isn't fun, and the fog is merely annoying because it doesn't bother sensors...
HPG Manifold has such horrible collision meshes, and the lack of external sounds makes it confusing.
River City was better back when we had 8v8... and more importantly, when the spawns were better, now it becomes a base rush too easily, and upper city is un-used too often. River City night is doubly annoying, as it is green (because you have to use the ******* night vision).
Tourmaline Desert has the heat which is good but unfortunately most of the map goes unused, and it has so terrible collision meshes...
Alpine Peaks is simply too big, and everyone uses the same routes always. Still prefer it over some others, like Forest Colony.
#39
Posted 16 September 2014 - 07:32 PM
#40
Posted 16 September 2014 - 07:40 PM
Edited by Johnny Reb, 16 September 2014 - 07:52 PM.
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