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River City Redux


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#21 CDLord HHGD

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Posted 07 July 2015 - 01:15 PM

OK, just dropped on it in the training grounds....

It is GODDAMN gorgeous!!!
Well done PGI!

#22 LordKnightFandragon

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Posted 07 July 2015 - 01:19 PM

I found a spot by the TG Jenner. If you go out across the rocks onto the field the Jenner is on, kill it then cross back over the rocks, you will, or I did twice, hard core and instantly CTD.

Otherwise, yeah, PGI seems to have a clue about map design now. Great work. Gives me a hope for the FC and other redesigns. I hope when it comes time for Crimson, the hill goes and that dock yard gets a massive overhaul.

Edited by LordKnightFandragon, 07 July 2015 - 01:20 PM.


#23 stjobe

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Posted 07 July 2015 - 01:34 PM

Yep, the map is gorgeous, so kudos for that PGI.

Can't say I really noticed the day-night cycle, but then again I was a bit busy trying not to get instakilled by the HSR fixes in my little Urbie.

#24 Scratx

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Posted 07 July 2015 - 02:00 PM

View PostScreech, on 07 July 2015 - 10:56 AM, said:

First thing I did was head down to lower and knockdown all the statues while laughing manically.


I doubt I was alone.


You weren't. Though all I did was make sure I knocked down all the statues I found while in the middle of a firefight. In a kit fox. :D

That was fun. REVENGE!!!!


Now that I got that out of the system, I can go properly kill people. :)

#25 Eider

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Posted 07 July 2015 - 02:08 PM

Honestly? it is gorgeous BUUUUT.. its a nascar map. Que the picture of ice t saying yo dawn i heard you dont like nascar maps so we give you a new nascar map. Made to nascar.

#26 Eider

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Posted 07 July 2015 - 02:12 PM

Felt like i needed to expand on my opinion. Old map most huddled around middle, new map has actual lanes in mountains for teams to nascar by turning left. So.. its more nascar than before. Also should keep old map in rotation renamed so we have more maps.

#27 Krivvan

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Posted 07 July 2015 - 02:32 PM

Some of the open areas need to be put out of bounds or given buildings. Multiple large open areas on maps makes it easy for teams to bring all long range and camp.

#28 LordKnightFandragon

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Posted 07 July 2015 - 03:22 PM

The new Citadel is apparently both sides of the bridge. Or, thats what I saw today. Its bigger, more cover everywhere, yet it was a CF on both sides of the bridge in the north.

I would love a Mechwarrior game where we can use all portions of the map w/o it feeling like a really bad idea...where not deathballing is a good and workable tactic.

#29 Creovex

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Posted 07 July 2015 - 03:28 PM

View PostKrivvan, on 07 July 2015 - 02:32 PM, said:

Some of the open areas need to be put out of bounds or given buildings. Multiple large open areas on maps makes it easy for teams to bring all long range and camp.


This was done on purpose.... people have been asking for large and more open spaces for a while

#30 Simbacca

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Posted 07 July 2015 - 03:32 PM

Though I noticed compared to other maps, it does run significantly less frames per second. I personally suspect this has to do with the day to night transition of the map...

Edited by Simbacca, 07 July 2015 - 03:32 PM.


#31 Piney II

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Posted 07 July 2015 - 03:42 PM

WELL DONE PGI! :D

The map is beautiful!

#32 Impyrium

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Posted 07 July 2015 - 03:59 PM

View PostSimbacca, on 07 July 2015 - 03:32 PM, said:

Though I noticed compared to other maps, it does run significantly less frames per second. I personally suspect this has to do with the day to night transition of the map...


I imagine it also has a significant more amount of geometry too being an urban map.

#33 Bill Lumbar

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Posted 07 July 2015 - 04:04 PM

What..... I miss the old map! :ph34r:

#34 Malleus011

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Posted 07 July 2015 - 04:07 PM

Nice looking map, like the destructible terrain, wish you guys had taken the feedback we gave when it was previewed.

Also get a massive FPS drop on this map.

#35 Cyborne Elemental

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Posted 07 July 2015 - 04:19 PM

In testing grounds, I run steady 90 FPS, but in live games on the new River city, I get a pretty big dip down to the 40's.

#36 Soy

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Posted 07 July 2015 - 04:21 PM

Invisible walls still exist all over the place - check

****** FPS - check

5/10, washout, i can't call it an improvement if the map now has worse performance and lil things haven't been fixed

Seriously. What the **** is the point of putting out a new map if the performance goes down. Stupid as hell.

#37 Beo Vulf

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Posted 07 July 2015 - 04:26 PM

Well all I have to say is they listened to use when we said the old maps were to small. I like it.

#38 Eider

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Posted 07 July 2015 - 04:28 PM

View PostSoy, on 07 July 2015 - 04:21 PM, said:

Invisible walls still exist all over the place - check

****** FPS - check

5/10, washout, i can't call it an improvement if the map now has worse performance and lil things haven't been fixed

Seriously. What the **** is the point of putting out a new map if the performance goes down. Stupid as hell.

True a part of that i notice is the day/night cycle there is a slight lag for me i imagine that with destructible clutter is what makes performance tank. But will give credit, looks great and i do like the day/night cycle thing.

#39 InspectorG

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Posted 07 July 2015 - 04:42 PM

Dynamic daylight/night.

Its a terrible night for a Pug.





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