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Goodbye Alpine


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#21 Lily from animove

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Posted 31 December 2015 - 09:37 PM

Honestly alpine had a bit of a unique gameplay, if the revamp makes it be played like the other maps, just in snow setup, it would be a bit disappointing.

Edited by Lily from animove, 31 December 2015 - 09:41 PM.


#22 GoatHILL

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Posted 31 December 2015 - 09:37 PM

I like Alpine they just need to move the spawn points. Move the spawn points and have the lances spawn nearer to each other and people would find new places to fight.

#23 1Grimbane

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Posted 31 December 2015 - 09:38 PM

hear hear!! change the spawn points to the other two sides of the map and wala.... the mountain would be off to the left or the right depending on start point and most likely a non factor most times

#24 BearFlag

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Posted 31 December 2015 - 09:46 PM

I think part of the problem on most maps is the three kilometer drop spread. It compels a boring, repetitious rendezvous phase where the rally point is often the same over and over. If companies drop together, but at different start points, the closing angle with the enemy is varied. If you don't know where he started (nine, twelve, three o'clock??), lights would have to scout. In assault the enemy base would have to be found (scouting bonus!) before a base rush can even be considered.

If it's a matter of resources STOP with the destructible terrain for now and introduce game play important map procedures. Variable spawns, variable base/resource locations, variable OOB overlay. Get some real mileage out the maps.

#25 Unreliable Mercenary

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Posted 31 December 2015 - 09:54 PM

Good riddance I say.

#26 Wintersdark

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Posted 31 December 2015 - 09:57 PM

Move the spawn points, shorten the mountains and ensure all the sides of them are climbable. Currently, the Giant Mountain in Alpine allows players to utilize limited approaches and the nature of the movement rules to ensure a team assaulting the mountain is at an inherent disadvantage. If you could walk up any side of the mountain faster, a team up top wouldn't have to only worry about basically one vector of assault. A team turtled up top would be very vulnerable.

#27 Deathlike

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Posted 31 December 2015 - 10:09 PM

Let me be honestly clear... the map was awful.

60+% of the map went unused, due to "objectives"... whether it be Conquest (had to do major cap movement at least once) or Assault (there's a K-line?!?!!?!//111) or Skirmish (hump H9 or die more often than not).

Revamping it would require total destruction of the major mountain that everyone goes to... but that won't fix the uselessness that is the majority of that map.

#28 Wintersdark

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Posted 31 December 2015 - 10:10 PM

View PostDeathlike, on 31 December 2015 - 10:09 PM, said:

Let me be honestly clear... the map was awful.

60+% of the map went unused, due to "objectives"... whether it be Conquest (had to do major cap movement at least once) or Assault (there's a K-line?!?!!?!//111) or Skirmish (hump H9 or die more often than not).

Revamping it would require total destruction of the major mountain that everyone goes to... but that won't fix the uselessness that is the majority of that map.

Well, that's what they said too, as to why they weren't going to edit it.

Honestly, I'd rather keep it though, than toss it. It's not a good map, but... There are worse maps. I like variety.

#29 Deathlike

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Posted 31 December 2015 - 10:12 PM

View PostWintersdark, on 31 December 2015 - 10:10 PM, said:

Well, that's what they said too, as to why they weren't going to edit it.

Honestly, I'd rather keep it though, than toss it. It's not a good map, but... There are worse maps. I like variety.


I don't care whether the map goes, but they really need to rethink map design because of what was produced AND actually work on how that map could be salvaged as is.

Even just "creating a tunnel" in Alpine with multiple paths/exists could be enough, but I don't think they've tried/considered it in the first place.

#30 Novakaine

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Posted 31 December 2015 - 10:18 PM

The best map in the game if people only used their imaginations.
Sigh.
Fare thee well Alpine Peaks Fare the well.
Posted Image

#31 El Bandito

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Posted 31 December 2015 - 10:38 PM

Map-Alpine Peaks Matches-220 Win-135 Loss-77 WLR-1.75 Time-24:52:13


I'm gonna miss that map. At least Viridian Bog's roots and branches will become destructible, so I still got the going, which is nice. Posted Image

View PostNovakaine, on 31 December 2015 - 10:18 PM, said:

The best map in the game if people only used their imaginations.
Sigh.
Fare thee well Alpine Peaks Fare the well.
Posted Image


Nice on kills, but weak on damage. Here is the opposite.

Posted Image

Edited by El Bandito, 31 December 2015 - 11:44 PM.


#32 AssaultPig

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Posted 31 December 2015 - 10:50 PM

alpine was only an acceptable map on conquest, and only then because the mode made half the map functionally irrelevant. I am glad to see it go.

their recent maps have been pretty good (I don't like new forest colony really, but other people seem to)

#33 AssaultPig

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Posted 31 December 2015 - 10:55 PM

View PostDeathlike, on 31 December 2015 - 10:12 PM, said:


I don't care whether the map goes, but they really need to rethink map design because of what was produced AND actually work on how that map could be salvaged as is.

Even just "creating a tunnel" in Alpine with multiple paths/exists could be enough, but I don't think they've tried/considered it in the first place.


nah

the problems are that 1) the map has a single feature that provides an overwhelming advantage (i9 hill) and 2) that one team spawns closer to that feature than the other. Creating a tunnel under the mountain, or more paths around it, or whatever, wouldn't mitigate that.

it could be helped by changing up the spawns so that they're equidistant from the mountain, but that would still leave a pretty dull skirmish/assault map.

#34 Deathlike

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Posted 31 December 2015 - 11:02 PM

View PostAssaultPig, on 31 December 2015 - 10:55 PM, said:


nah

the problems are that 1) the map has a single feature that provides an overwhelming advantage (i9 hill) and 2) that one team spawns closer to that feature than the other. Creating a tunnel under the mountain, or more paths around it, or whatever, wouldn't mitigate that.

it could be helped by changing up the spawns so that they're equidistant from the mountain, but that would still leave a pretty dull skirmish/assault map.


The idea I had would help Conquest and Assault (would have to redo the caps on Conquest though).. but what Skirmish needs is a lot more thought put into it. What it always amounts to is a "race" to the top, and about the only thing you could really do is simply "level" that section (figuratively and literally).

I kinda wished the map was addressed from the start as the disdain for Alpine had primarily been a "mountain climb simulator".

#35 Kjudoon

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Posted 31 December 2015 - 11:05 PM

Not thrilled but curious.

The problem with maps having large sections not used are 2 fold.

1. Gamers be gamers.
2. Lack of reason due to flawed game design.

If the conquest map mirrors what the old alpine was it will be a wonderful return to what made it the best conquest map of the game... Reminding us why terra derpa is the current best.

#36 Clint Steel

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Posted 31 December 2015 - 11:37 PM

Sad, one of my favorite maps. Many little things could have been done to help balance it. Simple things like better start locations, or even better, some rocks, on the way up the mountain to give some cover while assulting it.

I just wish they stopped with the crazy day/night cycles, and fog/mist stuff, makes playing less enjoyable when everything is green or white.

#37 Ultimax

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Posted 31 December 2015 - 11:43 PM

View PostHit the Deck, on 31 December 2015 - 08:33 PM, said:

The way he describes it, Polar Highlands sounds like a cold Tourmaline - which should be good.



Let's all hope its a cold tourmaline and not a cold caustic or cold forest colony.

Edited by Ultimatum X, 31 December 2015 - 11:43 PM.


#38 Mystere

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Posted 31 December 2015 - 11:51 PM

View PostAssaultPig, on 31 December 2015 - 10:50 PM, said:

alpine was only an acceptable map on conquest, and only then because the mode made half the map functionally irrelevant. I am glad to see it go.

their recent maps have been pretty good (I don't like new forest colony really, but other people seem to)


Well, if the usual crybabies did not run to momma to whine that the capture points were too far apart, then more of the maps would be used.

It seems loud incessant crying is what gets things changed in MWO .. and for the most part for the worse. Posted Image

#39 J0anna

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Posted 31 December 2015 - 11:51 PM

Good riddance I say. The side that spawns on the back side of the mountain has a huge advantage, especially in assault. How many times has the team that has the hill, come down and attacked the other base? Maybe once a quarter I see that. Besides if the low team defends, the high team takes so long to decide to attack, that the 20 minutes usually ends. So while I've had some good games there, I've also had a large number of horrible ones. In skirmish the spawns are too far apart and could easily wind up in the assault lance being wiped out before they even see the rest of their team (or on the other hand being so far away that the fight's over before they get there).

While conquest has gotten better, the one point by the eastern base is usually just ignored. It's a badly designed map. Perhaps they will rework it some day and we'll see it again. I do like that you can see mechs from very far away and that it's remarkably free of tripping hazards, but the design is poor. I have almost 1100 drops on that map and a positive w/l ratio, but it's time has come.

#40 Big Tin Man

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Posted 01 January 2016 - 12:01 AM

I will miss alpine. It would be easily solved if they adjusted the out of bounds and limited the area to the southern half of the map.

Wish they'd keep it and make a few tweaks. It's a lot of fun on conquest.





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