Viridian Bog: Feedback And Thoughts
#101
Posted 18 June 2016 - 06:44 PM
#102
Posted 18 June 2016 - 07:03 PM
#103
Posted 19 June 2016 - 10:21 PM
Not Caustic
Aesthetics ok
Bog monster sound effects add some ambience
Dislikes:
Movement in traversing the stairs
A lot of the map isn't utilised except in chasing down the last lights at the end of a conquest or assault game
Vegetation overscale
Requests:
More ambient swamp noises - eg, insects/frogs/etc to increase immersion (this applies to all maps)
Rain mode - it's a wet planet/location, where are the weather effects?
Skirmish game mode appropriate - could not see a base being built on this map. Think it should be a skirmish only as other game modes don't make sense.
#104
Posted 20 June 2016 - 10:25 AM
Another thing (especially noticable on Domination) is one side has the ramps up to the two main rises. Thus one side always has to move around to enemy side just to easily climb - unless you have jump jets.
#105
Posted 20 June 2016 - 12:01 PM
Syrkres, on 20 June 2016 - 10:25 AM, said:
Even with JJs, you need several of them (depending on the mech capability) to make it up.
#106
Posted 20 June 2016 - 07:20 PM
Great to see this sort of feedback being looked at.
What I like
The map has a lot of little alleys and paths to skirmish around and take different angles.
The different layers of the map have a different feeling.
- The lower swap is very foggy and you fight under the giant lillies, but it's very open.
- The middle section has a lot of obstructions and plateaus to move around creating different angles. It's a bit easier to spot enemies but the sight lanes are shorter.
- On top of the plateaus you have great visibility but very limited cover and limited areas of movement.
What I dislike
As has been stated by the above posts there are 2 or 3 main points that could be addressed.
- The collision with vegetation was improved in an earlier patch but could be reviewed a bit further as could the 'steps' to change elevation.
- Aside from Conquest mode, the lower swamp area is rarely used and it's quite an interesting and different area of the map.
- The Central plateaus, like any other map, is the typical area where conflict occurs and could use a bit more diversity.
To try and elaborate on that with out an actual graphical map:
If one team spawns in the north with the other in the south, instead of the lower swamp area running north/south on the western side of the map, it instead cuts through the middle running east west making it a barrier that needs to be crossed and separating the two plateaus.
With a few tunnels and natural bridges, plenty of cover a few flanking options on the east and west side I feel that might do the trick.
#107
Posted 21 June 2016 - 09:42 AM
The bad thing - all of that detail plays hell on a lot of people, causing severe lag on all servers.
#108
Posted 22 June 2016 - 08:51 AM
This is a brawlers map, one that allows you to walk up on someone with an AC 20 and say Hello in an unpleasant sort or way.
#109
Posted 22 June 2016 - 10:36 AM
#110
Posted 23 June 2016 - 12:55 AM
testhero, on 18 June 2016 - 06:18 AM, said:
-There are equal opportunities for the map to be a long range snipe fest as it can be a brawling map. there are a multitude of things that work on the map.Even heavy LRM play that comes down to how both sides maneuver and play rather than simply what they brought to the field.
actually sniping is very hard on this map. all the leaves, the impossibility to climb. the big mountain clutter and all the cover. sniping is a no go. sniping on this map is useless and that should be fixed. ASAP.
that is one of the reasons i ask for more medium elevation instead of just high and low with huge dropoffs in height.
right now only jumpjet mechs can shoot er weapons, and advanced zoom is useless on bog.
testhero, on 18 June 2016 - 06:18 AM, said:
agreed. this is a huge problem for me. a tree that makes my mech feel tiny. not even smaller vegetation is scaled truly small. there's nothing small except very thin trees that you can knock over.
some human sized bushes and cactuses would go a long way here. and making the big trees less horrible looking.
they really look like crap...
and that godzilla sized insect makes no sense either. a creature that big would be crushed under it's own weight. and if it didn't because the gravity on this planet is different then make jumpjets jump higher and lurms curve more and travel faster,
or don't bother because it really breaks the immersion and looks silly. just plain dumb
OtterSnow, on 18 June 2016 - 06:44 PM, said:
very easy to get flanked and sniping from there doesn't really put you "in the fight" because you have no view of the middle of the map.
only of that 1/3rd of the map where the enemy might be nascaring or may have mechs climbing on the big cliff
besides the vegetation makes leading shots very difficult and bad and you end up relying on the targetting box to make your shots... that's just sad
#111
Posted 23 June 2016 - 03:05 AM
#112
Posted 23 June 2016 - 07:37 AM
No other cover - otherwise it will turn into Nascar.
EDIT: Maybe some cover in the lower area, but along the edges (not center).
Edited by Syrkres, 27 June 2016 - 10:14 AM.
#113
Posted 23 June 2016 - 10:25 AM
The map is tricky as hell because of the endless sniping possibilities. It's fun and frustrating at the same time.
I do like the idea of tweaking the hitboxes on the environmental elements because 'hangups' and mysterious deflections are still common. A hunk of moss on a corner island edge is cannon-proof, yet hiding behind a curtain of it alongside a cliff wall does nothing for protection. Environmentally it should be the same.
A tunnel under/through the waterfalls as a 'bypass' for getting around the center island skirmishes would definitely change the dynamic of the game.
#114
Posted 25 June 2016 - 04:26 PM
Edited by SplashDown, 25 June 2016 - 04:28 PM.
#115
Posted 26 June 2016 - 12:49 AM
-Elevation differences
-Theme and cover of the map
what I don't like:
-Lack of cover/tight area in lower elevation
-Both ramps to upper platforms in center
-Lack of platform access in other parts of the map
-Random dead-end in G3.
#116
Posted 26 June 2016 - 01:46 AM
-How visually cluttered it is. It does feel like a swamp and there's a lot of visual cover, limiting vision,
-High degree of verticality of the map
-Map's aesthetic design.
-The lack of day-night cycle (because i really don't like the over-exaggerated time of day change, it should be static)
What i don't like:
-Getting stuck everywhere (but it's a swamp, so i don't know?)
-Clunkiness of trying to use the "steps" to get up on the platform
We also need GIANT AI CONTROLLED WORMY THINGS THAT TRY TO KILL US and quadruped mechs. They'd fit in well in the swamp environment.
I'd also add some... Structures maybe? To help made the map look in-scale with the mechs. An example would be a large city ruins, half-sunk into the muck, covered in moss and sh*t. I think that'd be cool.
Edited by Juodas Varnas, 26 June 2016 - 02:00 AM.
#117
Posted 27 June 2016 - 12:44 PM
#118
Posted 29 June 2016 - 11:00 AM
#119
Posted 29 June 2016 - 02:51 PM
#120
Posted 13 July 2016 - 05:29 AM
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