

Viridian Bog - Map Feedback
#61
Posted 21 November 2014 - 01:48 PM
#62
Posted 21 November 2014 - 03:25 PM
.
#63
Posted 22 November 2014 - 01:06 AM
#64
Posted 22 November 2014 - 01:34 AM

#65
Posted 22 November 2014 - 02:05 AM
IL MECHWARRIOR, on 18 November 2014 - 01:05 PM, said:
the team that spawns in B6 has an abnormous advantage: there are 2 poits to access higher areas without jj: one in c4 d4 and the other in c4 b4:
THESE PLACES ARE ONLY AVAILABLE TO THE TEAM THAT SPAWNS IN B6, huge disadvantage for the others
th team that spawn in e2 only has the d2 Platform, and it is useless since there is not lrm cover
This is the bigest problem with this map. I'm sure once you look at the W/L ratio on the map you will find the team which has the direct access (southern I belive) wins the majority of the time.
Granted IMO people need to be a little more flexiable in their thinking on this map, I've pulled off a win starting in the north by going to the water and flanking those hill from behind but thats only once when starting in the north.
#66
Posted 22 November 2014 - 08:21 AM
#67
Posted 22 November 2014 - 10:27 AM
Winning a match should never be decided on what side of the map your on. The side that takes C4 tile first always wins because of camping the tile/ hill
#68
Posted 22 November 2014 - 11:16 AM
Let´s start with the criticism:
- too small
- too much fog / need to use heat vision all the time
- too many small roots, trees and stuff that gets you stuck
- too one-sided (the team that has the stairs to the middle hill on their side is most likely to make a victory out of that position)
- some stuff covers you from this weapon but not from that weapon and you never know where you can shoot through and where you can´t, all in all very confusing
- again too small, because it´s too frickin´ small
+ looks really nice
+ yes i like the graphics
So thats a total of 2:6 for me. I think this map needs a lot of rework, maybe over time some other strategy than rush up the central hill or get shot while trying to will evolve but until then this is the map that i would give the lowest rating of all so far. I even like river city night a lot more than this one... and the terrible therma too

#69
Posted 22 November 2014 - 07:32 PM
#70
Posted 22 November 2014 - 09:41 PM
IL MECHWARRIOR, on 18 November 2014 - 12:46 PM, said:
you said in the davlog that it will be difficult to rush in this map
i wander to know why
you can not see over 300 meters and the spaces are all small: THIS MAP WILL BE PUSH SRM AC20 NOOB FEST, same as mining collective.
mining collective = pac man
you are creating too many short range maps, we need more alpine peaks, canyon network, tourmaline desert, forest colony, my four favourite maps.
AH, EXCELLENT JOB ON THE LIGHT\SHADOW EFFECT
This pretty much sums it up. The map looks visually awesome but at the end of the day it yet another brawler map. Would like to see some more long ranged maps to mix it up
#71
Posted 22 November 2014 - 10:09 PM
Edit: also... Why the heck would you not have one of those center stairways facing the opposite way?
Edited by Beast Engine, 22 November 2014 - 10:14 PM.
#72
Posted 23 November 2014 - 02:10 AM
1.) For up close and personal combat this map is good. (by up close and personal I ment youi could open your mech hatches and use spit balls to target the enemy mechs.)
2.) Colision mapping needs serious overhauls, the locations have been said numerous times already.
#73
Posted 23 November 2014 - 02:18 AM
#74
Posted 23 November 2014 - 02:32 AM
Only thing I think to say on the negative, apart from a ffs move when I snag, is that it's, (like the factory map), to small, it needs expanding by 20-33% in size (both do) and that should be the bare minimum size. as alpine should be the largest, for 12v12.
The major fault with river city which is a well designed map fails in 12v12 because its to cramped, and the last two maps are borderline for size with 12v12.
Don't get me wrong I like brawl maps, but maps this size limit your tactical options, to much
#75
Posted 23 November 2014 - 02:49 AM
--------------------------------------------------------------------------------------------------------------------------------
I like:
This place, Coordinates: B6, C6. Really. Very nice and created feeling the lost beauty, fairy tales, etc.). And not cramped)
+
Edited by Volkodav, 23 November 2014 - 03:01 AM.
#76
Posted 23 November 2014 - 03:30 AM
As to fix it, I would put access to the plateau sections on the western/southwestern sides as well.
#77
Posted 23 November 2014 - 06:02 AM
As noted the carapace doesn't block missile fire, a fact which I have been abusing by firing SRMs at unsuspecting foes who thought they were in "cover". They thought wrong.
#78
Posted 23 November 2014 - 10:20 AM
#79
Posted 23 November 2014 - 12:46 PM
Ashvins, on 22 November 2014 - 02:05 AM, said:
You are forgetting team composition (mechs+player skill), which affects the outcome more than the map. Globally, maps have nearly a 50/50 W/L ratio, so everything is fine. Of course, that is not true, but data does not support your claims, so count on nothing happening to improve the situation. See literally all previous maps for reference.
#80
Posted 23 November 2014 - 01:17 PM
2) There is so much fog and vines and trees and other **** I can't see a thing playing on this map
I don't know whether I dislike it more than Terra Therma but it's close. Very bad map. Not fun.
Maps should be built with one goal and one goal only which is enjoyable game-play. This one much like Terra Therma is already turning out to be more of a chore.
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