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How Would You Change Forest Colony


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#1 Alistair Winter

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Posted 23 January 2016 - 05:23 PM

I haven't really kept track of statistics, but from what I can tell, Forest Colony is one of the top 3 most unpopular maps in MWO. Voting on Forest Colony is a fairly safe way of farming that voting multiplier. So, seeing as most people seem to dislike it...

How would you fix it?


The obvious answer is to do something about the trees, but what would you have PGI do with the trees, exactly? Shouldn't Forest Colony have a forest? Should they only keep the huge Endor-style redwoods and leave the map relatively bare?

It's kind of ironic that so many players complained that MWO lacked a green map with real foliage instead of those silly pine trees, and when we finally get it, nobody wants to play it. Or is it ironic? Perhaps there are other issues that PGI could fix that would make this map better.

Thoughts?

#2 sashar

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Posted 23 January 2016 - 05:28 PM

One thing they could do is remove the fog, like on most new maps. It's hard to see without turning on an alternate vision,and even then it could only go up to like 500m.

#3 Cyborne Elemental

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Posted 23 January 2016 - 05:29 PM

Remove that big hill with the radar dish on it and giant tree next to it, so there is nothing to Nascar around on the focal part of the map. Add in more crates or containers for cover on the shoreline..

Otherwise.. dunno.

#4 man du

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Posted 23 January 2016 - 05:30 PM

Fire. Lots and lots of fire. . .

#5 MechB Kotare

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Posted 23 January 2016 - 05:30 PM

They should reduce mass of middle hill, so most fights dont happen by pass, or by rock-circle underpass.

Edited by MechB Kotare, 23 January 2016 - 05:31 PM.


#6 Red Shrike

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Posted 23 January 2016 - 05:43 PM

Remove the fog, remove a lot of the big trees.

I would also make the map bigger and more open. Right now, Forest Colony is a glorified Call of Duty map. Now that I think of it, there's this map in Black Ops 3 that is filled with giant trees, I suppose they copy/pasted that map with a few minor adjustments.


In short, I'd make it Polar Highlands with trees, and without the snow and freezing cold.

Edited by Red Shrike, 23 January 2016 - 05:44 PM.


#7 Aethon

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Posted 23 January 2016 - 05:44 PM

How would I change Forest Colony?

White Zombies playing in the background, the entire map on fire, and the announcer from Unreal Tournament. Also, random explosions everywhere, and people having crazy parties on the roofs of whatever buildings have not yet been obliterated in the carnage.

Edited by Aethon, 23 January 2016 - 05:45 PM.


#8 Jman5

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Posted 23 January 2016 - 05:48 PM

I really like Forest Colony. I find it to be a fun and balanced map that supports a wide variety of builds and playstyles. I can't really think of anything that needs fixing.

Not every map needs to have crystal clear sight lines for 10 kilometers. Remember, the fog works both ways.

#9 nitra

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Posted 23 January 2016 - 05:50 PM

you know...... a tunnel might just be the thing this map needs. ( cant believe im saying this)

#10 stocky0904

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Posted 23 January 2016 - 06:00 PM

The map only needs other / nearer together spawn points. Especially with an assault you need an eternity to get to the rest of the team. Otherwise the map is good balanced with no advantage for one team or the other because of the spawn point.

#11 Impyrium

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Posted 23 January 2016 - 06:02 PM

Actually my biggest issue with Forest Colony is that they increased the size dramatically, which is good, but then went and added this huge cliff area that still ends up funnelling everyone into the same spot every time. So instead of getting the advantage of a bigger map, which should be greater flexibility and variety in gameplay, we just end up having a somewhat longer walk time to get to the middle.

So yeah, I would ditch that, take the Highlands approach where there are no funnels and perhaps concentrate the trees into 'thick' areas so you have patches of forests and openings rather than a random jumble.

#12 DjPush

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Posted 23 January 2016 - 06:20 PM

I wouldn't change a thing on Forest Colony. That map is beautiful. I love that map and I think people should spend a little time exploring that map. There are plenty of places to fight. People are just too chicken **** to take the fight somewhere else.

#13 Alistair Winter

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Posted 23 January 2016 - 06:22 PM

View PostDingo Red, on 23 January 2016 - 06:02 PM, said:

Actually my biggest issue with Forest Colony is that they increased the size dramatically, which is good, but then went and added this huge cliff area that still ends up funnelling everyone into the same spot every time. So instead of getting the advantage of a bigger map, which should be greater flexibility and variety in gameplay, we just end up having a somewhat longer walk time to get to the middle.

So yeah, I would ditch that, take the Highlands approach where there are no funnels and perhaps concentrate the trees into 'thick' areas so you have patches of forests and openings rather than a random jumble.

I agree 100%. This is exactly what I would do.

Posted Image

#14 Lightfoot

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Posted 23 January 2016 - 06:39 PM

Forest Colony is a good map, but I would re-release this original version one as well...



This original version Forest Colony has the perfect distance haze and lighting to make the mechs and distances seem true to scale. Maybe they could reproduce the haze on the current Forest Colony?

Edited by Lightfoot, 23 January 2016 - 06:39 PM.


#15 El Bandito

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Posted 23 January 2016 - 06:43 PM

Rework the tight pass at F9. That pass is a death trap in many cases, with inadequate cover upon exiting near the middle of the map, and mechs have to funnel through it.

Edited by El Bandito, 23 January 2016 - 06:44 PM.


#16 Mazzyplz

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Posted 23 January 2016 - 06:49 PM

make it so there are rock walls and tall redwood trees, yes - more barren.

add the tunnel back from the original version.

reduce the water areas, they are not needed, people don't go there unless they have the longest range builds in the game because there is no cover.

make it more about three actual routes of attack instead of " water vs arches " and a proxy fake mountain pass route that takes you directly into an enemy firing line and takes minutes to get through

#17 Mazzyplz

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Posted 23 January 2016 - 06:58 PM

my most fun match of the new forest colony was without a doubt when my team derped, split up, then managed to regroup and attacked e8-e9 coordinates from d9 here:

http://mwo.smurfy-ne...estcolony&m=tdm

they defended from high ground in that cliff but every time they popped out they get smacked by our firing line down at the beach, once 2 or 3 of their mechs were damaged we took the narrow pass at e9 and streamed into their formation at upper e8 like lava, they died in seconds

it was a totally improvised thing that just happened. but if it was me i'd make the whole map like that

Edited by Mazzyplz, 23 January 2016 - 07:00 PM.


#18 Narcissistic Martyr

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Posted 23 January 2016 - 06:59 PM

I'd have the base and cap point locations vary randomly so we don't end up fighting at the same damn location each time.

#19 sycocys

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Posted 23 January 2016 - 07:01 PM

The 2 major problems with the map from my point of view -

1. F'n worthless line of mountains right down the middle of the map that basically cuts of an entire 1/2 of the map from even being considered for use.

-- Fixes - caves, replace the entire thing with various sized tress (you know as though you might be in a forest).

2. Terrible cap/drop points. This is just pretty standard at this point, but they are terrible and never change so they just promote the same terrible play over and over again instead of making players thing and perform tactically as teams.

--Fixes - random drop/cap/base points and get rid of the center cap as the map is large enough you don't need it (and especially don't need it if you get rid of the stupid divider wall).

Edited by sycocys, 23 January 2016 - 07:03 PM.


#20 RestosIII

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Posted 23 January 2016 - 07:19 PM

Axe the fog so that I can see and my comp won't chug for no discernable reason trying to render it, and I'll start voting for the map again.





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