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Vitric Forge Appreciation Thread


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#1 Saiphas Cain

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Posted 07 May 2015 - 07:06 AM

Having played Vitric Forge for the first time 2 nights ago, and having played both counter attack and defense on it I have to say this is well done. The visuals are beautiful, the layout incorporates areas where every mech can be useful, and the placement of obstacles and generators ensures full commitment to the objectives. I'm not a fan of the earlier CW maps but it seems the designers are really hitting their stride now.

#2 Mar-X-maN

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Posted 07 May 2015 - 02:26 PM

Yeah, the artist did a bang up job. I want some of the drugs he or she is taking to come up with that ****.

#3 Livewyr

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Posted 07 May 2015 - 04:24 PM

Dat staaaaarrrrr

(When the SHC comes out, My desktop will be a silhouette of that mech against that sun.)

#4 Chagatay

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Posted 07 May 2015 - 04:49 PM

I will have to play it more to make a final determination...but I like what I see thus far.

#5 Chuanhao

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Posted 07 May 2015 - 05:59 PM

I like that the layout is not as straightforward. A lot of corners and turns of mini-ambushes and one-on-one encounters. There are two issues with the map that need highlighting. 1) There are many parts of the map that the mech will encounter an invisible wall. I have experienced it. I have observed others experiencing mech. You see mechs attempting to move forwards but just bouncing back. 2) The "white" buildings, or at least the colours / textures - "feel" is very unrealistic. Feels very Lego, or like the model resin buildings that you buy from Ironwindmetals before they are painted. Hop they fix these soon.

#6 Sukotto

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Posted 07 May 2015 - 07:55 PM

Like the map quite a bit so far, but have one major issue with it:

Attacking side can choose to hide in their spawn and you can't reach some of them if you don't have JJ's. Staying outside of the gates and baiting the defenders is a valid strategy, but having people hide in unreachable locations is just a waste of time. We need to be able to get up there if people are trying to troll or something.

#7 Czarr

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Posted 07 May 2015 - 11:53 PM

I like the art work indeed

Science question though, can you really get that close to a blue dwarf?

#8 Leone

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Posted 08 May 2015 - 12:04 AM

Gorgeous Map

Does seem to pander to the spawn hiding element though. But that's fine by me. Just promotes more base rush, which we need more of anyways.

Leone, Raid Leader of the Crimson Hand.

Edited by Leone, 08 May 2015 - 12:04 AM.


#9 Chagatay

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Posted 08 May 2015 - 01:24 AM

View PostSukotto, on 07 May 2015 - 07:55 PM, said:

Like the map quite a bit so far, but have one major issue with it:

Attacking side can choose to hide in their spawn and you can't reach some of them if you don't have JJ's. Staying outside of the gates and baiting the defenders is a valid strategy, but having people hide in unreachable locations is just a waste of time. We need to be able to get up there if people are trying to troll or something.


It is a good thing I have several JJ equipped mechs. Still those dropships pack a punch. I have played it a few more times and the one recommendation I can make for this map is have JJ. Also tons of cover so if you like close in fighting this map is for you.

#10 eSeifer

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Posted 08 May 2015 - 01:33 AM

Best CW map created in a while. I approve this map.

*Please delete Emerald*

#11 MW Waldorf Statler

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Posted 08 May 2015 - 02:34 AM

The design of the map is beautiful ... but some things I would have done differently
: the light effects I had more adapted to the sky, the building look something like a foreign body in the current illumination.
The installation Basements I had removed and the building placed directly on the ground or in a simple cement bases, the basic installations appeared already on HPG terribly (100 t Mechs that run on fragile cable channels) No Vehicle that can drive happen to arrive at the Buildings.

ORIGINAL
Posted Image




ok.the pic is very Dark :(..my own Vision Posted Image

Edited by CSJ Ranger, 08 May 2015 - 06:37 AM.


#12 Detriitus

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Posted 08 May 2015 - 03:01 AM

TIL there is no true english version of the german word "earworm".

Anyway, listening to The Killing moon in my mind seems to be a fair theme for this game. And the map is beautiful and interesting.

#13 Tom Sawyer

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Posted 08 May 2015 - 09:55 AM

Posted ImageAnyone not wearing sunblock 2 million is going to have a really bad day

Edited by Tom Sawyer, 08 May 2015 - 09:56 AM.


#14 Banditman

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Posted 08 May 2015 - 10:36 AM

View PostSukotto, on 07 May 2015 - 07:55 PM, said:

Like the map quite a bit so far, but have one major issue with it:

Attacking side can choose to hide in their spawn and you can't reach some of them if you don't have JJ's. Staying outside of the gates and baiting the defenders is a valid strategy, but having people hide in unreachable locations is just a waste of time. We need to be able to get up there if people are trying to troll or something.

I didn't check all of them, but for sure the center attack side drop can be reached without jump jets . . . and in fact it's going to be a real problem when teams finally figure out the real weakness in the attack side drop sites are.

Edited by Banditman, 08 May 2015 - 10:37 AM.


#15 PerfectDuck

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Posted 08 May 2015 - 10:43 AM

View PostCzarr, on 07 May 2015 - 11:53 PM, said:

Science question though, can you really get that close to a blue dwarf?


Given a star consuming that much radial size in the sky, the surface of this planet should be perpetually liquid.

Hold out your arm as far as you can, and hold out your pinky finger. The end of your pinky should take up about .5 degrees of angular size. That is how big the Sun is in our sky. If Sun were any closer, its angular size would be larger and we'd get more heat from it. The star in this MWO map is not only hundreds of times larger in the sky, but as a blue star its brightness per surface area is also much more intense.

Edited by PerfectDuck, 08 May 2015 - 10:46 AM.


#16 Kain Demos

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Posted 08 May 2015 - 10:53 AM

I am so happy to have an exosphere map with a blue supergiant in the sky that I can overlook the fact that the surface of the planet is not bright enough and the star itself appears as if you are viewing it through a filter so that it isn't just blindingly bright light.

Edited by Kain Thul, 08 May 2015 - 10:54 AM.


#17 Dawnstealer

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Posted 08 May 2015 - 10:56 AM

Haven't played it, but have run around it on Testing Grounds and totally agree: beautiful map and (finally!) seems to be very well laid-out and designed. Realistic, but with a balance to attack and defense. Good amounts of cover, but done in a way that feels organic and natural rather than huge borg columns or unnaturally weird, sharp hills and mountains.

I think this is one of the first maps that feels like an actual place rather than an arena.

#18 PerfectDuck

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Posted 08 May 2015 - 11:06 AM

Like for real, you would be blinded by the ground beneath you because it would be molten yellow-hot just due to the heat given off by this star, lol.

#19 Gas Guzzler

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Posted 08 May 2015 - 11:13 AM

View PostPerfectDuck, on 08 May 2015 - 11:06 AM, said:

Like for real, you would be blinded by the ground beneath you because it would be molten yellow-hot just due to the heat given off by this star, lol.


Hater

#20 Telmasa

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Posted 08 May 2015 - 02:54 PM

Radiation shield! Like from Master of Orion!





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