

Viridian Bog - Map Feedback
#101
Posted 26 November 2014 - 03:53 AM
#102
Posted 26 November 2014 - 05:42 AM
Volkodav, on 19 November 2014 - 07:29 AM, said:
1. too much fog... what is the point of all those details if i need to use my thermal vision all the time ?
2. monotonous vegetation - the same grass and bushes everywhere.
3. very few polygons on trees.
4. Сan add some structure to the starts points, though small bunkers, temporary command post, etc.
only for example:

The fog and cover is there to challenge the long game. The map is now balanced between brawling and LRMs. I find it fantastic. There are multiple equal plateaus with cover in range of one another to prevent the Alpine Peaks/Terra Derpa/HPG 'king of the mountain' syndrome where the team that takes it ends up winning most times.
I would suggest one other thing then: repositioning two capture points to be even more into the corners to force greater use of the map. As for Assault, it's odd. nobody returns to base when losing costing one side the guns for protection, and nobody seems to be able to sneak off for a base rush easily. But that could change over time.
#103
Posted 26 November 2014 - 08:23 AM
1) The map is unbalanced, those that start in North east corner (high numbers) have the advantage. Did you developers even look at the map they created? All the "ramps" to the top of the hills are facing 1 direction, which means it's almost impossible for the group starting in the southwest part of the map to gain access to high ground.
2) Nice visuals, but way to much sh*t. Most ppl play with thermal on to remove all the clutter, kind of makes all that nice work you put into it worthless.
3) The low side of the map, makes me think of jenner alley in frozen city. No big mech would ever go down there because they are a sitting duck to ppl shooting from the ledge. Also, part of that "alley" is very constricted and makes a perfect kill box if a lance decides to go that way.
I don't even know how this map would work for CW, 1 side would definitely have an advantage over the other.
#104
Posted 26 November 2014 - 08:33 AM
P-S. to the People who complain about "unbalanced" you have to go to the water surface where the "ecm-grass" grows...
#105
Posted 26 November 2014 - 08:40 AM
#106
Posted 26 November 2014 - 09:13 AM
Given the size of all the organic life on this map it would have made a great larger map, even though it could be a bit like playing where's waldo with all the obstructions but in some cases that is fun and adds to the immersion - not to mention make scouts a very important necessity.
#107
Posted 26 November 2014 - 08:51 PM
"I AM IN COVER!!!"

#108
Posted 27 November 2014 - 12:45 AM
#109
Posted 27 November 2014 - 01:44 AM
My only observation is that most of the map is unused, as all the fighting occurs invariably in the middle, about 1/3 of the map being generous. I have seen only 1 team taking the water route ever in about 20 games in the map, for example.
#110
Posted 27 November 2014 - 05:37 AM
Vincent V., on 26 November 2014 - 08:51 PM, said:
"I AM IN COVER!!!"

The carapace has 'holes' in it's protection. In a way, I'd have to call it not surprising, but it probably is a flaw that will be fixed over future patches.
#111
Posted 27 November 2014 - 07:53 AM
Frequency needs to be toned down, though.
#112
Posted 28 November 2014 - 07:45 PM
#113
Posted 28 November 2014 - 08:21 PM
It's still awful and if there were any way to opt out I would never set foot in it again, but it's better than it was. It's gone from 100% suck to 90%.
#114
Posted 28 November 2014 - 09:34 PM
Astrocanis, on 28 November 2014 - 08:21 PM, said:
It's still awful and if there were any way to opt out I would never set foot in it again, but it's better than it was. It's gone from 100% suck to 90%.
I feel the complete opposite. By getting rid of the atmospheric fog they took a beautiful and unique map and turned it into a generic green version of Canyon Network. Now it looks and plays like any other MWO map with similar feel and engagement ranges. The fog was the whole point. It's what makes a swamp a swamp.
Sometimes, I wish this community would stop taking good things and making them suck. Sometimes, every once in a long while, I wish we had the old PGI back who would follow their own vision, vocal forum whiners be damned.
#115
Posted 28 November 2014 - 10:53 PM

#116
Posted 29 November 2014 - 01:33 AM
Other than that, map feels fine for me.
#117
Posted 29 November 2014 - 02:03 AM
#118
Posted 29 November 2014 - 02:23 AM
Now remove that damn lag-inducing snow off of Frozen City as well, and you'll be doing super.
#119
Posted 29 November 2014 - 05:14 AM

P.S. that map can use some real fog, like in frozen city - and yes, even with fall of fps its great thing! All who says "oh it hurt my fps" are losers - im playing with 15-20 fps all the time and do it better then a lot of players with 40-50 fps. So FPS isnt a problem in that game.
P.P.S. those lianes are great thing, but you may use it to cover some "hiden caves" etc instead only for decorations on walls. And by the way - its not best decorations since it didnt move when mech run into it

Edited by MGA121285, 29 November 2014 - 05:19 AM.
#120
Posted 29 November 2014 - 05:32 AM
Now it's a bit like Teletubbies country... too much saturation in the colors, and the shadows are way to sharp. Reminds me rather of a nice park on a warm sunny summer day than of a swamp on some backwater planet....
And to be honest: shouldn't it be the challenge of a swamp, that it is hard to see anything, hard to find orientation? Now it is imho a bit to arcade style... people would get used to it...
Edited by Taifune, 29 November 2014 - 05:33 AM.
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