

Viridian Bog - Map Feedback
#121
Posted 29 November 2014 - 06:49 AM
Putting the lilies back goes without saying.
#122
Posted 29 November 2014 - 08:56 AM
as for those that say the map can only be played with thermals... Try 1x zoom and sector fire. (but then you can't chase all the kills, I know... what was that bit about war being hours of boredom...?)
p.s. put the lily pads back too. Nothing like playing 'pit monster' when the opportunity arose.
Edited by ChromeDaedalus, 29 November 2014 - 08:59 AM.
#123
Posted 29 November 2014 - 09:33 AM
#124
Posted 29 November 2014 - 02:56 PM
WHAT HAVE YOU DONE TO THE BOG????????????
YOU SILLY ONES REMOVED THE "ECM FLOWERS" o_O
GET EM BACK NAOW!!!!!!!!!!!!!!!!!!!
#125
Posted 29 November 2014 - 03:12 PM
I have enjoyed both versions, but the current version let's you see that they did a beautiful job.
#126
Posted 29 November 2014 - 07:30 PM

The other thing is you removed those clover things on the lower area... that place is just so empty without it and you ruined one of the attractions to the map. When the map designer thought that he did a good job on this map and wants to go through a run through other older maps, I was very excited to hear that. But now I'm not... they practically removed everything that made this map unique and cool. Only way to make it like any other map if they remove most of the water and that lobster thing that is actually still alive.
#127
Posted 29 November 2014 - 07:55 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%.
Errors are corrected:
Astrocanis, on 28 November 2014 - 08:21 PM, said:
It's now awful and if there were any way to opt out I would never set foot in it again, wish it's better than it is now. It's gone from 100% awesome to -50%.
You're welcome. I prevented PGI adding a downvote feature due to your comment.
#128
Posted 29 November 2014 - 08:39 PM

#129
Posted 29 November 2014 - 11:17 PM
Maybe put some fog banks here or there instead, as a compromise? Especially down on the lowest level.
#130
Posted 29 November 2014 - 11:32 PM
Lily also return, be sure to please.
#131
Posted 30 November 2014 - 12:00 AM
Liked the lily pads too, but maybe not in the entire lower area. Maybe just 1/2, but give people a reason to go down there. most of the fighting takes place up top.
would be cool if you had several versions of this map and they rotated through so we wouldn't play the same area all the time. "Smart maps" like diablo that change or at least give the "semblance" of change. 3-5 versions of viridian bog so you have to adapt your strategy with each map change.
#132
Posted 30 November 2014 - 03:32 AM
#133
Posted 30 November 2014 - 07:12 AM


Edit:
After the small patch they released today the lillies are back! Also you should have shadows set to Medium or higher to display this map correctly.
Best looking map in the game so far. Maybe make alternate versions of it in the future. One with more fog and maybe a night version with moonlight reflecting from the water.
Edited by 64K RAM SYSTEM, 02 December 2014 - 06:36 AM.
#134
Posted 30 November 2014 - 09:46 AM
I was running one of my Griffins once, before fog was removed, and was taking the enemy base after sneaking past the main battle by moving under the Lily Pads (which I loved so much). Thanks to the thick fog (that I also loved) a dual-gauss whale had to come in range of my weapons to attack me. That by itself helped, but then I was able to out maneuver him in the terrain while killing turrets and then single handedly took him out. He was then followed by an Orion who I did the same too. It was not till their entire team (or a large portion of it) came to attack me that I died, and that was not without also killing a centurion in the thick of heavy fire.
Moral of the story: The bog was perfect for brawlers, and actually gave them a good chance without making the map cramped in most parts (AKA Mining Collective). Also, I loved the bog in it's first form, before crying snipers influenced PGI. The snipers have the other maps, can the brawlers not have one map?
#135
Posted 30 November 2014 - 12:03 PM
Robomomo2000, on 30 November 2014 - 09:46 AM, said:
Dude, the brawlers have every map except Caustic and Alpine, and everybody humps the King of the Hill there anyway making brawlers effective despite all logic to the contrary.
We have more than enough "brawler" maps, opening things up to some ranged engagements, as done here by removing the fog & making the map actually visible, is a good change.
#136
Posted 01 December 2014 - 08:30 AM
Trust your graphics designers on what looks good, and don't listen to complainers that want to change the look of a map to suit their gaming style.
Finallt two improvement suggestions:
1. The step sound feels wrong. It still sounds like the Mechs are walking on concrete or stone.
2. You should add a fog feel to the heat vision mode, so everyone gets to enjoy the scenery

#137
Posted 01 December 2014 - 07:07 PM
It would be awesome to have the same type of map terrain with different configurations...so...
Viridian Bog Section 1 with and without fog (would love to throw in some daytime/night time as well)
Viridian Bog Section 2 with and without fog
Viridian Bog Section 3 with and without fog
Tourmaline Desert Section 1
Tourmaline Desert Section 2
Tourmaline Desert Section 3
This allows the team to use textures, etc. and get more variety on the map play. It would change up the gameplay as well by designing some map terrain for brawlers, some for snipers, etc. Keeping it fresh. Also starts to feel like you are fighting on different areas of the same planet.
All of these maps would be fun to play in daytime and nighttime/dusk versions well. Not sure how hard it is to change the lighting on the environments.

#138
Posted 02 December 2014 - 07:30 AM
still an awesome map. didn't mind it with the fog either.
Edited by Bigbacon, 02 December 2014 - 07:31 AM.
#139
Posted 02 December 2014 - 08:36 AM


Design ...very to small
not passable terrain and blocking arthropods objects, such as Terra, a typical rat in the maze map, you can not walk far, which either comes to an artificial bottleneck where just two mechs fit in next to each other, we where stuck or a floor below crashes if you look at something moves
#140
Posted 02 December 2014 - 03:29 PM
Only suggestion for now would to have large AI bugs occassionally show up and attack Mechs in a middle of a battle.

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