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You Could Save A Lot Of Money Rehauling Terra Therma.


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#1 Sader325

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Posted 11 August 2016 - 05:42 PM

By not actually doing it.

Terra Therma has one major problem and its is the spawn locations, they're stupidly spread out and they force everyone to rush the middle to regroup. The solution of course is to take command and force your team to regroup, but not everyone wants to have to pug command every game to win.

You did it for Alpine, do it for Terra therma, and the map will function a hell of a lot better.

https://www.twitch.t...r325/v/83099262





I don't want to herd cats to make the map play well. Just ******* drop the teams together.

#2 Kirkland Langue

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Posted 11 August 2016 - 06:25 PM

The thing is - PGI is a company with more "artists" than programmers. If they can claim to add content to the game by updating maps - then that's what they'd prefer to do.

#3 TLBFestus

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Posted 11 August 2016 - 06:57 PM

There's more problems with Terrible Thermos than simply changing the spawn locations, although that might at least give it some variety.

#1 is the huge central feature with a series of bottleneck entrances that attracts players like moths to a flame.

#4 Kdogg788

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Posted 11 August 2016 - 08:22 PM

The problem is the mountain is the only real feature. The map needed more defensible positions and conquest would have benefited greatly by not having a cap point in the center.

-k

#5 Tarogato

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Posted 11 August 2016 - 08:28 PM

lolno. It didn't quite work for Alpine (almost 50% of my matches see at least half of both teams going for Mount Rushmoar), and it definitely won't work for Terra Therma. The caldera is a pug-magnetic because the philosophy is that once you're inside you can easily defend against anybody trying to get in. So rush caldera. Doesn't matter where you spawn people, they'll want to go there naturally. Not to mention that they've been classically conditioned to go there anyways - changing a behaviour once it's rooted is even harder than preventing the behaviour from forming in the first place.

Edited by Tarogato, 11 August 2016 - 08:29 PM.


#6 Y E O N N E

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Posted 11 August 2016 - 08:29 PM

View PostKdogg788, on 11 August 2016 - 08:22 PM, said:

The problem is the mountain is the only real feature. The map needed more defensible positions and conquest would have benefited greatly by not having a cap point in the center.

-k


Center only matters on CQ if you need to get from one side of the map to the other quickly, which is actually not common. If you take three of the outer caps, you control the game. The enemy, who has taken the center, is compelled to come out and cap at which point you can kill them as they file down the ramp or come in behind them to take center...then shoot them in the back.

#7 Funkin Disher

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Posted 11 August 2016 - 08:35 PM

They can keep the outer ring pretty much as is, all they have to do is put more of the same in the middle so it's uniform. No chokepoint crap.

#8 Mechwarrior1441491

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Posted 11 August 2016 - 10:30 PM

Maps which make sense. Some form of science station drawing power and data from the volcano.

#9 627

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Posted 11 August 2016 - 10:40 PM

Spawns won't help. The map design is the problem. Ok, it is an arena map but why is the arena so small and the rest of the map is so boring and repetitive? There are no other landmarks or good spots to fight or anything.
I bet if you remove the minimap and drop randomly on mordor, in 9 fom 10 cases you have no idea where you are or which way you have to go.

On the other hand, the redux versions are not always an improvement... especially the look of the minimap gets worse every time. Look at bog, did they really need to draw every little tree on the map?





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