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Viridian Bog - Map Feedback


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#21 Astralhawk

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Posted 18 November 2014 - 08:52 PM

too much fog... what is the point of all those details if i need to use my thermal vision all the time ? for now, I'm not thinking of playing this map. (not about this map but a general problem (imo): I keep playing the same map over and over again. for example: frozen city, 4-5 times in a row.)

#22 Conductor Rarity

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Posted 18 November 2014 - 09:06 PM

Only a couple outstanding issues I noticed on my first run through of the map.

1) Atlas and possibly other tall assaults like the banshee have a difficult time getting into and out of the insect remains at D4. Coordinates about 1997 1990 130

Posted Image

2) I'm experiencing massive framedrops (~30-40+) at the area in the corner of C5-C4-D5-D4, only when in a low to the ground mech; taller mechs, such as Atlases and Banshees seem to work fine. Approximate coordinates 2183 2236 130

Posted Image



PC Specs:
i7 4770k
Nvidia GeForce GTX 760
Driver Version 9.18.13.2723

#23 ZenFool

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Posted 19 November 2014 - 12:57 AM

The map itself is fun and different enough from others to provide some variety. I simply don't like the backstory. There are tons of cannon jungle planets(minus giant insects) that we could be playing on. Why make up something completely unrelated to your MechWarrior backstory when its the sole reason we play this game over (Insert random giant robot game here)?

#24 Man with Axe

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Posted 19 November 2014 - 02:38 AM

Congratulations, PGI, overall this 'brave new world' is brilliant. It looks beautiful, It's well optimized and not laggy and such variety in tactics is possible there! I am in love with this bog.
You have to keep the bar high now after this map, but first, please consider revamping the River City map - the most damn laggy map of yours.

#25 Gamuray

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Posted 19 November 2014 - 04:55 AM

Awesome map. I really can't see it operating like the other maps, where one or two locations are the dominant locations for battle. There are a lot more paths and broken up sightlines than other maps. It makes this map feel large while also cramped, despite being somewhat small (in comparison to alpine/tourmaline/terra therma).

My favorite part is that I can hide my locust in the bushes shut down and surprise attack people =P

I have found a minor graphical error though. The trunks of the small trees, on all the lowest settings, become bright white, low res lines. If you start close to them, and back up, they should eventually display this way. If you back up even farther they disappear. (note: the leaves don't change when farther away, only the trunk)

#26 Volkodav

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Posted 19 November 2014 - 07:29 AM

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

Edited by Volkodav, 19 November 2014 - 07:29 AM.


#27 xeromynd

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Posted 19 November 2014 - 08:03 AM

My brawler builds and JJ builds thank you dearly for this map.

But a few things:

-Heat vision is OP. Allows you to see mechs behind every nook and cranny of terrain. The terrain itself should be hotter, like a hot moist steamy swamp. It's a shame because the map is beautiful, just not in monochromevision. I'd like to be able to play with and appreciate the colors of this map, but doing so now puts you at a disadvantage.
-If heat vision is to be nerfed on this map (the overall terrain should appear much brighter white), there needs to be a tad less fog to increase visibility a bit.

#28 Revis Volek

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Posted 19 November 2014 - 08:30 AM

Why when you make something new do you want to hide in the back?

I played this map ONCE! outta the 9 hours I gamed MWO last night. Why wouldn't this map be the ONLY map in rotation? Why do I EVEN REMOTELY CARE about seeing those other maps which most of are terrible and too small and your DEV's have admitted are terrible and small and they would like to re do them?

Please up the rotation so i can actually try this map out....

Also,

View PostAstralhawk, on 18 November 2014 - 08:52 PM, said:

I keep playing the same map over and over again. for example: frozen city, 4-5 times in a row.)



I have never played another game that has this issue to this extreme....why do we get the same map multiple times. Sometimes even as if we are stuck on it? One of the dumber things i can see happening in a VIDEO GAME is forcing someone to play the same level over and over again as if they are in some mech version of ground hog day.

Just stupid....Viridian Bog should be the ONLY MAP in rotation at least for a few hours or something.

#29 Mechteric

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Posted 19 November 2014 - 08:33 AM

The look of the new map is ok, having some fog is fine maybe just have some areas just a bit clearer than others where it makes sense. Otherwise I like having more detail in the map compared with others.


My only problem is that mechs in the game in general stumble over the smallest of obstacles. That is not something unique to this map and they really need to address that so that all existing and future maps are more enjoyable by having more interesting terrain features that don't cause your mech to come to a screeching halt unnecessarily.

Edited by CapperDeluxe, 19 November 2014 - 08:34 AM.


#30 MoonUnitBeta

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Posted 19 November 2014 - 08:41 AM

There's some issues ascending the steps:

In “tiny” archetype mechs, I find I can go up them pretty good until I come up to a step that is a foot higher than all the others and you get stuck. It’s hard to differentiate the different step elevations, which ones I can go up or not, and it’s even harder during a tense moment (many deaths by getting hung up on steps that looked like I should have been able to go up). If accessible steps (from the step below) were coated in a moss or some other different texture (like the snow rule in alpine), it would help guide people where to go I think.

While ascending the steps the 3rd person camera zoom snaps in and out. It also seems to matter what pitch your camera is at too? That might be false though.


Very beautiful map though. I love the fresh feel it has and plays really nicely. I think the fog is perfect regardless what others say. I really like that it's foggy underneath but clear up above. I like that I don’t have a clear shot all the time, but it does seem to heavily favor thermal. If some of the thermal textures were updated to give the environment a higher contrast between water, shade, and areas in direct sunlight, it could be nice trying to discern if you’re looking at a mech or a hot patch of sun.

Edited by MoonUnitBeta, 19 November 2014 - 08:49 AM.


#31 B0oN

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Posted 19 November 2014 - 08:42 AM

@Volkodav

Maybe you guys from RDL should show off a few map of yours for MW:LL, to give them a pointer how maps in CE "could" look ;)

Map is a nice start, neither super-giga-good nor a "shamfru dispray"-bad, so let´s see what else you´ve got, maybe that complete re-work for all your older maps, as your CreativeDirector wants to, or some more new maps for us nudgenudge hint hint .
Or finally take a hop over your security-concerns/company-concerns/egos/self-imposed "restrictions" and get some outside artists working for you on maps that help your game "shine" a bit brighter, I mean, money can´t really be an issue since many of us just threw a quite nice package of dollars in your direction, make them work a bit for you I´d say^^

Well, good start as I said, but where´s the rest ?
;)

#32 FrontGuard

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Posted 19 November 2014 - 08:42 AM

I Love it... Finally a close in map.
We have Way to many wide open alpine peaks, Caustic Valley type maps.

It let's us close in Brawlers have some fun with the LRM Crowd mwahaha... ;-) Yeah!
Now we just need a few more short range maps like this to even out the noob fest long range maps.

Great Work Devs!

Edited by FrontGuard, 19 November 2014 - 08:47 AM.


#33 Grendel408

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Posted 19 November 2014 - 11:06 AM

It needs a higher rotation setting... I played a handful of matches and didn't get a chance to test the new map. Is there a percentage for how often the map rotates into use?

#34 9erRed

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Posted 19 November 2014 - 11:23 AM

Greetings all,

Played about 8 games without seeing this map, then suddenly 3 times in a row, almost like there was map weighting changes happening in the background.
- Found that combat can happen almost anywhere on the map.
- Scouts really need to be proactive and locate groups of Enemy quickly, let the remaining lances engage and keep looking for the rest of the Enemy force.

We did find that some of our group members couldn't see all the visual effects on this new map without changing there video setting. Small things, like the ells in the lowest water 'lily pad sections', an that the larger 'Nessie' type creature that makes an appearance at 'C4/D4' is directly or only on the client side. As each Pilot was reporting seeing it at different times, even when standing in a circle around that spot.
(by the way, the first time I saw it, in testing grounds, I was looking out across a location to judge the sight distances and suddenly, there was this 'Large orange and brown movement' in the water at the lower bottom of my screen. 'Holy Carp' moment, had to 'unclench' after it was recognized just what it was.)
- As a note there were items within that environment when in-game that are not visible in the testing grounds. (Mech wrecks mostly, but couldn't id them.)

Items like 'particle' settings and 'detail level' needed to be turned to high or max to get the full map effects.
- Some reported only small drops in frame rates while others were seeing 30 to 40 FPS changes.
- We had Pilots with FPS's around 120 or some down as low as 30-40, very system specific, and not so much what or where you were looking at.

For some 'while in private match', using the wall foliage to hide behind and shut down, was 'very interesting', as it dropped you Mech completely off the Enemies scan ability. Even 'Thermal' couldn't penetrate that material.
- Speaking of 'Thermal', this map is a complete change for PGI in the use and how 'Thermal' is coded and displayed.
- Completely changes how the battlefield looks and is so much more useful on this map, much higher definition in everything, the Mech's, the Fauna, everything.
(still a little bit off though, as real thermal shows different signatures from plant leaves as they move or change with light levels, but this is 100 present better than any other map.)

Overall this map should be very interesting as we learn just where items and locations are, how tactics will need to be altered with the many different elevations that can be used. I found it an excellent change from all the previously offered maps from PGI.

9erRed

Edited by 9erRed, 19 November 2014 - 11:26 AM.


#35 TheSilken

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Posted 19 November 2014 - 11:37 AM

I would put more trees and foliage on the jungle floor so that it's better protected from the upper two tiers, makes it harder to see enemy mechs, and to promote more close range fights. Also, please disrupt radar effectiveness. on the lower two tiers to make it harder to detect people, tone down the fog (only on the jungle floor not the lily pad area), and increase the fog and heat in the bottom tier (lily pad area) thus forcing people to be cautious. Lastly, make the bottom most tier larger and more important as I find most people avoid it in matches.

Edited by TheSilkenPimp, 19 November 2014 - 11:47 AM.


#36 Lightfoot

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Posted 19 November 2014 - 11:53 AM

Very short range map. Lot's of tricks you can play on opponents. I would have put a big lagoon in the middle just for the shock value. Good map though.

#37 xeromynd

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Posted 19 November 2014 - 12:29 PM

View PostGrendel408, on 19 November 2014 - 11:06 AM, said:

It needs a higher rotation setting... I played a handful of matches and didn't get a chance to test the new map. Is there a percentage for how often the map rotates into use?


Posted Image

#38 Grendel408

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Posted 19 November 2014 - 01:11 PM

Thanks dude... I don't follow twitter or FB for MWO Dev updates... they should be found here on the website... like in the Command Chair section (Devs). :P

#39 xeromynd

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Posted 19 November 2014 - 01:34 PM

View PostGrendel408, on 19 November 2014 - 01:11 PM, said:

Thanks dude... I don't follow twitter or FB for MWO Dev updates... they should be found here on the website... like in the Command Chair section (Devs). :P


Agreed, or at the very least a Dev twitter feed on the front page

#40 Alexander Garden

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Posted 19 November 2014 - 01:51 PM

View PostRarity HD, on 18 November 2014 - 09:06 PM, said:

2) I'm experiencing massive framedrops (~30-40+) at the area in the corner of C5-C4-D5-D4, only when in a low to the ground mech; taller mechs, such as Atlases and Banshees seem to work fine. Approximate coordinates 2183 2236 130

PC Specs:
i7 4770k
Nvidia GeForce GTX 760
Driver Version 9.18.13.2723

Taking this one up with QA, replicated it on my machine.

About your listed specs though, is there a reason you're running that driver set? You and I are running the same GPU (with 344.75 drivers on mine), so the drivers aren't the problem with the frame drop mentioned above, but I'm just curious.





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