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Viridian Bog - Map Feedback


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#101 Thunder Child

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Posted 26 November 2014 - 03:53 AM

Only real complaint I have, is that it needs to be at least twice the current size.

#102 Kjudoon

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Posted 26 November 2014 - 05:42 AM

View PostVolkodav, on 19 November 2014 - 07:29 AM, said:

Map is good!, but

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:
Posted Image

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 LAxalife

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Posted 26 November 2014 - 08:23 AM

I agree with what others have said.

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 Frytrixa

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Posted 26 November 2014 - 08:33 AM

Best map so far, love the colors, the godrays, the environment, the "open world" and different stages.

P-S. to the People who complain about "unbalanced" you have to go to the water surface where the "ecm-grass" grows...

#105 Galland

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Posted 26 November 2014 - 08:40 AM

There's a bit too much fog/haze on this map. It would be nice if it was dialed down a bit, or maybe it thins/thickens at random like the snowstorm on Frozen City.

#106 catspider

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Posted 26 November 2014 - 09:13 AM

Beautiful map however a lot of thermal vision play. It would be interesting if regular vision mode was the most desirable - cammo works great in regular vision mode.

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 Vincent V. Kerensky

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Posted 26 November 2014 - 08:51 PM

Annoying that the Carapace allows missiles to pass through... They ripped me a new one just now while I was yelling at my poor computer;

"I AM IN COVER!!!" :P

#108 deathmeck

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Posted 27 November 2014 - 12:45 AM

hi

#109 Will HellFire

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Posted 27 November 2014 - 01:44 AM

The Map is great and lots of fun, very good visually.

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 Kjudoon

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Posted 27 November 2014 - 05:37 AM

View PostVincent V., on 26 November 2014 - 08:51 PM, said:

Annoying that the Carapace allows missiles to pass through... They ripped me a new one just now while I was yelling at my poor computer;

"I AM IN COVER!!!" :P

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 sabujo

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Posted 27 November 2014 - 07:53 AM

This map needs a pass on hitboxes. There are many see-through areas that are not shoot-through. Besides that it's a nice scenario and brings new gameplay and variety to the game itself.
Frequency needs to be toned down, though.

#112 GrnMonster

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Posted 28 November 2014 - 07:45 PM

Lily pads are missing from the lower area of the map now.

#113 Astrocanis

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Posted 28 November 2014 - 08:21 PM

You've taken a terrible map and made it better.

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 Star Colonel Silver Surat

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Posted 28 November 2014 - 09:34 PM

View PostAstrocanis, on 28 November 2014 - 08:21 PM, said:

You've taken a terrible map and made it better.

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 Troutmonkey

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Posted 28 November 2014 - 10:53 PM

I disagree. Map looks a lot nicer now that you can actually see it

Posted Image

#116 generalazure

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Posted 29 November 2014 - 01:33 AM

My JM sometimes has trouble walking up the steps, which is a bit annoying. And the size of the vegetation in relation to the mechs really screws up my sense of scale, feels like I'm maybe a quarter of my supposed size. But there's no way around that when you want to use trees as cover, I guess =p

Other than that, map feels fine for me.

#117 WhineyThePoo

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Posted 29 November 2014 - 02:03 AM

Both me and my computer are most pleased with the toned down fog. I can now see things properly + more stable FPS

#118 Sembrin

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Posted 29 November 2014 - 02:23 AM

I like the toned down fog. The map is all of a sudden green and lush where it really didn't feel that before. A+ improvement.

Now remove that damn lag-inducing snow off of Frozen City as well, and you'll be doing super.

#119 Pz_DC

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Posted 29 November 2014 - 05:14 AM

IMHO it need some balance with respawn points, cant say how but got feeleing that they are not fine, mean its ok but may be better. Just a feeling... And i like that map for being able to use lrms and ppc as well as srm and ac20 - good map for all of weapons, and im already find it good for different playstyles - braw;ers. support and sniping, One of the best maps so far. BUT that location with gigant flowers on left side is just useless - why didnt make it cross whole map?.. For now its just a pit where you can go and... hm do nothing... only in conquest it got some use - so its a location for single gamemode?... And last one - guys i didnt find a place when i can go out of bounds to suiside :P isnt it a cage?..

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 Taifune

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Posted 29 November 2014 - 05:32 AM

Map was much better with fog - maybe add some of the fog again to re-add some of the spookiness?

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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