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Viridian Bog - Map Feedback


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#41 Dirk Le Daring

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Posted 19 November 2014 - 03:33 PM

Viridian Bog is a nice map. like the colours and the new scenery. Well done on that.

Only played it twice and had a brief run in testing grounds.

The major issue......The sense of scale has completely vanished. The terrain features , while quite pleasant to the eye are fat too large. I do not feel like I am 15-18 metres off the ground. What has been achieved is a sense of being in power armour/Elemental.

Nice scenery though. And interesting options for battle.

#42 Catho Sharn

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Posted 19 November 2014 - 06:06 PM

Some feedback based on a walk around in testing grounds.
  • Great scenery. Really like the look and feel here, a nice change from the other maps.
  • Lack of landmarks. Aside from a few giant bug shells, it all looks very much the same across the entire map. How about a few stand out features for reference points?
  • I foresee lots of end of match griefing when a single JJ capable mech decides to hide from the other team. Way too many places that can only be accessed via JJ.


#43 9erRed

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Posted 19 November 2014 - 07:05 PM

Greetings all,

Reference the frame drops in those 4 co-ordinates.

- Could it be that this area is where the 'Nessie' water creature is present?
- Client spending additional frames presenting that specific element?

Reference image for others to check this area out:
- Some colour enhancements added -
Posted Image

Just a thought, as that's where this object gets rendered.
9erRed

Edited by 9erRed, 19 November 2014 - 08:57 PM.


#44 Tarogato

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Posted 19 November 2014 - 07:34 PM

Framerate isn't great on this map, but it's playable, unlike Mining Collective, which runs 15+ fps lower than other maps for me. (core i5, 8GB RAM, 64bit, Intel HD4000)

It's really busy and beautiful. I like the fog and I think it's appropriate, but perhaps a hotter/less contrasting thermal environment to discourage using thermal vision? The fog should be a feature of the map, not a force-you-to-play-in-black-and-white, and I'd hate to see the fog lessened - it really makes the atmosphere what it is.

I have no other comments - I really like the map, the atmosphere, the colours, and the scale.

Actually, since things are so huge (the flora and carcasses), it would make sense if the gravity were significantly lower (which would allow things to grow larger because physics and biology... and stuff... ). Any plans on implementing gravity so every map is actually different like the fluff says?

Edited by Tarogato, 19 November 2014 - 07:35 PM.


#45 9erRed

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Posted 19 November 2014 - 08:04 PM

Greetings all,

Reference adding Gravity to maps,

At one time PGI referenced this topic, there position at the time was, that it effected too many elements within the game.
- Not just Mech's but also all the ballistic and missiles flight dynamics.
(at that time, they may not have had a firm grasp of all the elements that this engine could accomplish. That may now be different and perhaps some testing could be initiated to 'look at it again'.)

The engine is fully capable of rendering gravity to all objects within it's environment. It's one of the elements within the code that actually needs to be set or left at default for each created object. As well as creating terrain location specific gravity changes, all buildable within the CryEngine.

Sidenote:
For an example of this CryEngine using different gravity, check out the latest FPS demo for Star Citizen. They go from normal gravity to 0G combat, all within the same instance, of ground combat.
- Much more difficult to code, but it's an option that CryEngine can do.

9erRed

Edited by 9erRed, 19 November 2014 - 08:10 PM.


#46 ExoForce

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Posted 19 November 2014 - 10:59 PM

Seen mech running through *hill* D3 D4, not vegetation. No more details, I will pay more attention in the future.

#47 The Amazing Atomic Spaniel

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Posted 19 November 2014 - 11:41 PM

I like the map. Bright colours and lighting work really well. More use of this in future maps, please.



#48 Lupin

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Posted 20 November 2014 - 02:21 AM

On test map heat vision blocked by plant leaves? Come on REALLY?

This is NOT the stone age PGI.

#49 Conductor Rarity

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Posted 20 November 2014 - 07:16 AM

View PostAlexander Garden, on 19 November 2014 - 01:51 PM, said:

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.

It was the driver that was installed when I built this computer, I just never updated it. Though since I found out how old my drivers were, I have updated them. Thanks for confirming this bug, it's really bizarre.

#50 Modo44

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Posted 20 November 2014 - 11:13 AM

Again with the fog? The map looks nice in the testing grounds, but it forces heat vision at virtuall all times. Can you please stop?

#51 9erRed

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Posted 20 November 2014 - 11:14 AM

Greetings all,

Reference 'Heat Vision' being blocked by 'what appears to be standard foliage'. (on an Alien world)

- This could in fact be easily done and quite common, if the plant base material has a very high metal content, thermal can not see through it, depending on it's density of coverage.

- We use, in real life, similar materials for combat vehicles and their close protection 'multispectral smoke' canisters.
~ they have metal particles within the smoke and create a thermal blanket that can not be seen through.

If the foliage is a meter or more thick, rather dense leaf coverage, high metal content, it would create a similar 'metal wall' that would be very difficult to see through. This could also work in reverse and the material could 'absorb' vast amounts of thermal heat, again creating a 'heat wall' that could not be seen through.
- This would work similar to how cold rain reduces the benefit of using thermal vision, viewing distances drop right off.

Just some info,
9erRed

Edited by 9erRed, 20 November 2014 - 11:15 AM.


#52 Tarys

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Posted 20 November 2014 - 12:35 PM

Looks nice ... limits LRM use ... beside that it plays like a pain in the a.. from the perspective of a light who tries to get close.
You see as good as nothing (fog, hill, plants and so on) and you get slowed down/stuck by as good as everything. On top of that the bones aint LRM proof ... even when standing right behind them and having parts of the "ribcage" above you aint saving you from fire. The LRMs simply fly through them. And maybe you should rethink your idea to put a step only on one side of the hill near the middle ... that made alpine a real bad map and i guess this map will suffer the same.

#53 D A T A

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Posted 20 November 2014 - 01:16 PM

you wanted to create a long range map: this is the most short range map ever: the ac20 is a long range weapon here: this should make you understand how little you know about this game.

#54 Kodyn

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Posted 20 November 2014 - 01:31 PM

I honestly get a smile on my face whenever I drop on this map. Win or lose, it's always a good time. Beautiful map, seems well-optimized, fps drops are minimal compared to Frozen City.

Lends a very Predator-esque feel whenever you're walking along, waiting to see PPCs or lasers come flashing out of the trees. It's very different from any map we've had so far, and that's great.

I know we all post a lot of negatives about this game, myself included, but I think this map is a great step in the right direction, and just well-done all around.

#55 iosuu

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Posted 21 November 2014 - 04:24 AM

this map is, if it could be possible, even worst than the last one......
map is crashing the game for me (just like the mining collective), visibility is ZERO, pathfinding is ZERO (i go forward stop and when i try to go back.....i can't because I'M STUCK on the terrain), invisible walls everywhere....i shoot the wall and i get shot by the enemy (and don't tell me about the weapon position, because i played the game enough to know where i should be able to shoot). the map is full of objects that are blocking the entire map.....plus it is 3 levels plain and simple, like playing mario 20 years ago.

please give us a veto option so i can stop playing this map, or from now on, i'm suiciding every game i get this map

Edited by iosuu, 21 November 2014 - 04:25 AM.


#56 Ulfgar Snorrison

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Posted 21 November 2014 - 06:59 AM

View PostUlfgar Snorrison, on 18 November 2014 - 04:04 PM, said:

So maybe this isn't the kind of feedback you want but in my opinion your team has REALLY drop the ball on this map's backstory. I will not fight for drug lords. Period. And I'm not real happy with a creative team that puts young people in that role. You can count me as a disconnet when it roles around. Too bad, the map looked great in the testing grounds.

View PostAugust55, on 18 November 2014 - 04:46 PM, said:


Seriously? You're going to abandon your team over a blurb of text inspired by Dune that maybe a handful of people actually bothered to read while reading the patch notes? I think you have issues.

Yes. Yes I had issues. But I'm MUCH BETTER NOW! You're right. I just need someone to slap some sense into me. Thanks 55. I'll catch you on the next drop.

#57 mad kat

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Posted 21 November 2014 - 07:14 AM

I love this map, it suits my playstyle brilliantly and is soo much better than the damn mining collective where the teams always congregate in choke points and run up and stop right behind you does my fruit in that map.

#58 Cyberiad

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Posted 21 November 2014 - 07:50 AM

I find the fog to be pointless as you can see through it with heat vision. Having that much fog on the map will mean people will just play your map with heat vision on and all your efforts of making the map visually appealing will be wasted.

#59 Revorn

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Posted 21 November 2014 - 08:07 AM

Nice Map, i would disable the use of Heatvision for this Map completly. Just to get a more claustrophobic Feeling. But anyway, as i said, nice one. :)

#60 Grendel408

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Posted 21 November 2014 - 11:49 AM

Love the new map... my only issue is some map material you can shoot through with lasers while other weapons do not pass through... some trees I can walk through, most I can't... some of the root systems in the larger trees that look like they could be ramps are in fact not... yet the steps to climb to elevated terrains is clearly passable while roots are not?

Please balance... I'm not willing to spend hours in Training Grounds testing the map for all it's issues... or stumbling into them during a public match.





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