

Viridian Bog - Map Feedback
#81
Posted 23 November 2014 - 05:22 PM
#82
Posted 23 November 2014 - 06:02 PM
#83
Posted 23 November 2014 - 07:37 PM
I think it's nice to have a cool map temperature wise that enables good tactical use of the heat vision scopes. The background heat is just right and makes viewing mechs and the background not uncomfortable visually. On certain maps using heat vision is either blinding or a strain, I feel this map strikes a nice balance.
There are many different choke points and flanks for those choke points. This cultivates many different strategies to be used. The meta game for this map will be fresh for quite some time in my opinion.
Overall, this is a good map and a very nice direction to go for map making.
This feels like an old school battle tech map, a really good one at that too.
#84
Posted 23 November 2014 - 07:50 PM
All your hopes and dreams, on 23 November 2014 - 12:46 PM, said:
are you a dev with PGI? because I'd like to see where you came up with those statistics
#85
Posted 23 November 2014 - 09:03 PM
#86
Posted 23 November 2014 - 09:16 PM
Difficulty is a good thing.
Please don't cave to people that want everything easy all the time.
#87
Posted 23 November 2014 - 10:08 PM
I keep getting hung up on small things like rocks and tree stumps and just start glitching out. Plus my jump jets stop re charging, so I'm stuck until I either die or the match ends.
Edited by nj3030, 23 November 2014 - 10:09 PM.
#88
Posted 24 November 2014 - 09:56 AM
#89
Posted 24 November 2014 - 10:14 AM
This map also suffers from greyscale syndrome. There's so much fog and clutter that I only play it in thermal 98% of the time, because that's the only way I can see targets or friendlies. I'm sure the map is full of beautiful colors, but I'll never see them.
#90
Posted 24 November 2014 - 11:05 AM
Can you please look into this PGI?
#91
Posted 24 November 2014 - 12:47 PM
http://i.imgur.com/1MMzXlF.jpg
http://i.imgur.com/K7j7luL.jpg
Was tough to get a good angle as I was dying, but you should be able to tell that the missiles were passing through the 'roof' of the bug shell.
#92
Posted 24 November 2014 - 01:06 PM
Invisible wall preventing my mech from walking through (funnily enough, right next to where my Stalker died to LRMs through the bug shell, so reference my previous post for grid coordinates):
http://i.imgur.com/4KAWBAd.jpg
http://i.imgur.com/8hZ2Ysa.jpg
Slightly buggy tree hitbox:
http://i.imgur.com/AewhVQu.jpg
http://i.imgur.com/4tkZSEX.jpg
http://i.imgur.com/3YqHctL.jpg
Weird light visuals on the interior of a bug shell:
http://i.imgur.com/sYJpw9w.jpg
Weird rock/water visual:
http://i.imgur.com/F20oBkN.jpg
#93
Posted 24 November 2014 - 01:34 PM
#94
Posted 24 November 2014 - 02:38 PM
definitely a bit on the slow side FPS wise.
Big maps with places to go, cover to use are win for me. Reminds me a lot of HPG.
#95
Posted 24 November 2014 - 03:37 PM
By the way, you should probably just do away with thermal and night vision altogether, and remove the night-variant maps. They're meaningless gimmicks anyway. Keep Frozen City though because it would be (kinda) fun fighting blind in the fog. Thermal vision on that map really drags down my frames, and I have a 4.5 ghz CPU.
Edited by Empyrrean, 24 November 2014 - 03:37 PM.
#96
Posted 24 November 2014 - 04:07 PM
(by the way, this map is arguably the worst map you've made to date, pretty sure you've learned nothing, contrary to what you've said in dev vlogs. Probably 2nd worst to terra as far as 'fun' goes. The only decent parts of the map is the B5-C7 rectangle since you can A) see things without thermal and B don't have horrible vegetation that serves no purpose everywhere while still providing a 'swamp/color/tree for cover area theme.)
Edited by LT Satisfactory, 24 November 2014 - 04:12 PM.
#97
Posted 25 November 2014 - 01:44 PM
#98
Posted 26 November 2014 - 12:12 AM
summing it up:
add another set of stairs to c4 hill so both teams can get to it in a fair-ish manner
remove fog effects so we can see and enjoy the hard work you all have done
either make the critters body destructable or make them solid, but to allow some weps to pass them is not cool
see above for trees and roots too
I do not feel the map limits lrms or forces the brawl, its all how you tactically play your mech with the team given to you
#99
Posted 26 November 2014 - 02:02 AM
#100
Posted 26 November 2014 - 03:52 AM
https://mwomercs.com.../stats?type=map
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