Petition To Save Alpine! = Verdict: It Stays
#81
Posted 02 January 2016 - 09:16 PM
#83
Posted 02 January 2016 - 09:32 PM
#84
Posted 02 January 2016 - 09:47 PM
Void Angel, on 02 January 2016 - 09:32 PM, said:
That was specifically stated as being "temporarily being removed from rotation till we fix the bug". This is sounding like "Alpine is being removed, because we created a new map to replace it, because (and I mean nothing by this) we started to rework it, and decided to instead redesign it from the ground up". And by ground up, we literally mean they altered the ground!
This leads me to believe that it isn't going to come back, but at the same given time I do hope that it does come back. It just isn't stated clearly one way or another here.
Let's just say, I hope you're right about this, and that it does make a reappearance.
#85
Posted 02 January 2016 - 09:54 PM
#87
Posted 02 January 2016 - 10:16 PM
#88
Posted 02 January 2016 - 10:47 PM
Void Angel, on 02 January 2016 - 10:16 PM, said:
Just to point out other features that were stated as "being removed", and was never placed back in:
- R&R
- Collisions
- Stuff
Collisions was removed with a "we'll reintroduce it when it's fixed". R&R was removed "because it seems unnecessarily punishing"/people cried about it. (I actually liked the concept of R&R, but it probably could have been implemented in a better manner.)
As said, I'm not saying if it will come back or not. It is currently "unknown" if it will come back once it's removed. The road map leaves me with the impression that it isn't coming back once it's removed. However, the impression can be wrong, and I can only hope it will return.
#89
Posted 02 January 2016 - 11:29 PM
#90
Posted 02 January 2016 - 11:52 PM
#91
Posted 03 January 2016 - 01:09 AM
WE HATE YOUR NEW PEBBLE COLLISION THAT YOU KEEP PUTTING IN
#92
Posted 03 January 2016 - 02:19 AM
#93
Posted 03 January 2016 - 03:22 AM
Void Angel, on 02 January 2016 - 11:52 PM, said:
I want you to be right about alpine being remade and rereleased. Really. But what Russ wrote doesn't give that impression to me. I'd be very happy to be wrong, because the map pool is quite small as it is, and deleting (aka storing it in a backup media) a map that is quite diferent to the rest of the maps would be a loss of variety.
Edited by patataman, 03 January 2016 - 03:23 AM.
#94
Posted 03 January 2016 - 05:19 AM
#95
Posted 03 January 2016 - 06:10 AM
adamts01, on 01 January 2016 - 08:47 AM, said:
That's exactly what Russ said they started with, but by that point, they decided too much was gone and it made more sense to start over. Makes sense, because it's such a prominent feature, without it, you loose half the map. The part of Alpine I do like are all the hilly mountains in the bottom half of the map. Gives you the ability to move against an enemy without having to charge one hill from one angle with no cover. On the top half, there is little cover and not very many ways to get up and down the hills without JJ (mind you, the map came out before slopes affected mech speed. That's what killed the map the most). Spawn points on Alpine are pretty badly placed too. That's definitely part of the map's problem. There's just a lot of tweaking and at that point, you might as well start from the ground up.
#96
Posted 03 January 2016 - 06:15 AM
Void Angel, on 02 January 2016 - 11:52 PM, said:
Sorry, think that's wishful thinking on your part. They are going to remove Alpine in favor of this newly redesigned replacement. Sounds like it will offer some of the same long-range play while reducing the mountain issues (hope it's still hilly enough!) with more cover and crevices and such to move around the map without being exposed 1500+ m away with a clear line of sight the entire approach to the enemy (unless you like that kind of thing).
#97
Posted 03 January 2016 - 06:37 AM
TheCaptainJZ, on 03 January 2016 - 06:10 AM, said:
It's THE prominent feature, but it's still only 1/20 of an otherwise good map. I don't buy that cutting the mountain in half and adding 2 more slopes is too much work. And not rearranging spawn points is just lazy.
#98
Posted 03 January 2016 - 08:16 AM
Why not convert Alpine Peaks into a new CW map?
F11/G11 area for Omega.
Gates at E8/E9, G9, H/I passes.
Tweak as needed, instant CW map.
Now it is not in Quick Play but in CW so not totally gone.
#99
Posted 03 January 2016 - 09:06 AM
I'm not overly fond of that map, but it is a good long-range map that breaks up the tedium of forests and cauldrons.
Some tweaks could be good.. but keep the map.
#100
Posted 03 January 2016 - 09:18 AM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users