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How Would You Change Forest Colony


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#21 Tarogato

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Posted 23 January 2016 - 07:26 PM

Nuke the sheer mountains at E7, and F9-F10. Just ... nuke them completely. The north end of the map SORELY needs to be opened up. This overlay should make it obvious as to why this is a problem:

Posted Image

#22 Omi_

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Posted 23 January 2016 - 07:31 PM

The map is awesome, but F9/F10 is turning out to be too dominant. I would try flattening that region so that people don't stage there every game.

#23 Atlasian

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Posted 23 January 2016 - 07:45 PM

I find it difficult to find targets in the gloom and low visibility of Forest Colony but that's the fun and challenge of it. However I wish battles can take place in different parts of the big map to reduce the repetitiveness of it.

Additional features could be small pockets of forest fire in random grids creating smoke and specks of fire drifting in random direction. Heat increases in fire/smoke areas but it reduces radar signal within so one can lurk in it and suddenly appear close to its target.

Deers. I wish to see cute little deers leaping out of the foliage after being startled by stompy deers. Unicorns are acceptable too.

That will be enough coding to keep PGI busy for a year to make.



View PostTarogato, on 23 January 2016 - 07:26 PM, said:

Nuke the sheer mountains at E7, and F9-F10. Just ... nuke them completely. The north end of the map SORELY needs to be opened up. This overlay should make it obvious as to why this is a problem:

Posted Image


This is good effort. Now I know I can never reach the volcano... :(

#24 Tarogato

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Posted 23 January 2016 - 08:03 PM

View PostAtlasian, on 23 January 2016 - 07:45 PM, said:

This is good effort. Now I know I can never reach the volcano... Posted Image


Hmmm, a little pythagorean theorem to determine the distance in meters from the map border to the volcano, plus a little math to see how far you can get in ... say a Spider in 10 seconds according to its speed in kph... I'm sure we could math our way to the volcano. But I don't own a Spider, so I can't test. xD

#25 Fleeb the Mad

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Posted 23 January 2016 - 08:06 PM

The new forest colony is a very pretty map. I enjoy it quite a bit on high settings, though the haze and general visibility problems annoy me greatly.

It's not because I can't handle not being able to make things out well in the distance - it's that I don't believe that is universal. Due to the differences in what's presented at certain graphics settings, some people see things on the map much better than I do. It's frustrating being sniped by people you can't see, particularly when all the enhanced vision modes tend to wash out at 500m.

Apart from that, what I'd want personally are more ways through the middle of the map. Everyone is funneled through the pool/overpass area by the mountainous mass, and generally it's hard to take the canyon road north of it because it's very narrow and there's no cover at either exit.

#26 Ultimax

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Posted 23 January 2016 - 08:15 PM

View PostAlistair Winter, on 23 January 2016 - 05:23 PM, said:

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?


Its not real foliage, its fantasy foliage with trees that are unbreakable and other breakable trees/leaves that block even heat vision.

On top of that, there is often fog.


Having dense foliage on a map in and of itself isn't the issue.



They went and put in all that effort, made an enormous map - and failed to design a real reason for PUG matches to not end up around the archway.


Want to play on the outskirts of the map? In the north you have long corridors you have to pass through to deal with those mountain ranges.

In the south you could play a firing line with a coordinated team but with a solo pug queue team you're just going to end up exposed in the open.

Edited by Ultimatum X, 23 January 2016 - 08:17 PM.


#27 Moldur

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Posted 23 January 2016 - 08:18 PM

View PostTarogato, on 23 January 2016 - 07:26 PM, said:


Posted Image


I usually see people stage in H9 behind the arc and let the team coming from the West have the entire rest of the map. Yes, both teams should actually be able to reach 8 line at about the same time, but running right up to the encounter spot is not favorable to the East because the West has a much better path and cover at the 8 line as well as positions to fall back to with hills and defilades whereas the East doesn't have particularly good vantage along the 8 line, and has nothing to fall back to besides the arc, so there is no reason to push past the arc in the first place unless part of an organized play. Plus the forest is pretty much out of the question for the East team unless they push to it at the very beginning, since the only protected path is to go around the back of the map.

That is not the only problem, but that is what I commonly see and my prognosis. The map needs to give the East side better positions on their side of the map.

In other words, yes, nuke those mountains or give them passable trails so that we can use the entire length of the map.

#28 M T

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Posted 23 January 2016 - 08:31 PM

All maps should get rid of the crap foilage and cheap looking trees and such.

1. Unless you have a seriously powerful PC, and you can enable MSAA with Transparency it looks utter crap.

2. It just ruins the view :P

3. Breakable trees are only more demanding for people with crap PC's.



Only keep the big trees which add strategical advantage, where you can possibly hide behind. Thats fun, crap in front of you that serves little purpose does not.

#29 Wolfways

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Posted 23 January 2016 - 08:36 PM

I change it every time I play on it, by knocking down as many ******* trees as possible! Posted Image

#30 Darlith

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Posted 23 January 2016 - 08:50 PM

I'd like it not to be the laggiest of the standard maps for me (frame lag). Outside of that I don't have any specific issues with the map that don't apply to almost every map like, everyone meeting at once spot to poke with only the occasional try of another tactic, and everyone's favorite "Why the hell is this map so big if 3/4's of it never gets used?."

I can't really think of anything specific to fix it though, no matter where you spawn people they will try to meet up and deathball because it is the simpliest effective tactic for pugs, and there will always be a favored spot for it unless you give people a nearly featureless map. This also feeds into people not using any part of the map that isn't on the way from spawn to deathball.

If I could have it the way I like it would be like polar highlands, with trees everywhere and the crevises filled with water at the bottom.

#31 Ragnahawk

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Posted 23 January 2016 - 08:55 PM

I would take the middle part of the map and the very far sides of the map removed. This map could be a lot smaller.

#32 Nakor

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Posted 23 January 2016 - 09:27 PM

View PostF8Sealed, on 23 January 2016 - 08:55 PM, said:

I would take the middle part of the map and the very far sides of the map removed. This map could be a lot smaller.


Why walk for 30s when you can shoot each other from spawn eh?

#33 Accused

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Posted 23 January 2016 - 09:42 PM

View Postman du, on 23 January 2016 - 05:30 PM, said:

Fire. Lots and lots of fire. . .



You know, that would be cool. Fighting inside a forest fire. Not a small one either, but a panic inducing inferno where you're trying to fight from the water side of things.

#34 Kjudoon

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Posted 23 January 2016 - 09:48 PM

Keep the fog and butch up, sally frillypants.

Sick of complaints about visibility. It's supposed to represent a battlefield not Solaris.

The best improvements would be spreading out the spawns so most of the map must be used beyond walking to the middle 4 grids to fight. Too much space is wasted and never visited because it has no purpose and is dangerous. Perfect places to put caps or bases.

#35 MacBeth

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Posted 23 January 2016 - 09:53 PM

I don't know what you're all whining about, the best part of the map is when dense fog covers the map, the atmosphere is amazing, when you see an Atlas crest a hill through a wall of fog and wade into a massed brawl... Man, that's when this map really shines.

This map needs more fog!

Edited by MacBeth, 23 January 2016 - 09:53 PM.


#36 Charronn

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Posted 23 January 2016 - 10:05 PM

Have to say it but I preferred the old Forest Colony map.
The new version looks pretty but I think the old map just played better and yeah I liked the cave.Sneak attacks ftw.

#37 MrMadguy

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Posted 23 January 2016 - 10:33 PM

Old map was way better - it was natural fortress vs natural fortress, separated by enough cover, with ability to flank via open water and tunnel. New one is dumb: half of map is unused due to being blocked by mountains, center is wide open, map is unbalanced - one side has advantage.

Edited by MrMadguy, 23 January 2016 - 10:34 PM.


#38 Random Carnage

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Posted 23 January 2016 - 10:43 PM

Agent Orange...





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