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Let's Discuss Reasons For Canyon Network/hpg Manifold Popularity


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#1 XxXAbsolutZeroXxX

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Posted 10 November 2016 - 04:47 PM

What are reasons for the high popularity of Canyon Network/HPG Manifold, etc?

Posted Image

I will go with... popular maps can be defined in terms of being(relatively).

Impartial to Weight Classes and Builds
In some games a light mech will achieve top damage. In other games an assault, heavy or medium could claim top honors. Sometimes a dakka build will rate highest match score, other times it will be an LRM boat, PPC poptart, brawler, laser vomit or something else. Popular maps don't give one weight class a pronounced advantage over another. They don't give snipers, brawlers, pop tarts, dakka, laser vomit or any single meta build type a distinct advantage over everyone else. No matter what build or mech a person has on a popular map, they don't have to feel handicapped or severely disadvantaged.

Impartial to Tactics
Sometimes the team that death balls will win. Other times it will be the team that splits up and surrounds the death ball, attacking from all sides. NASCAR push wins some days. Other days its the team that stands its ground and forms a line. There isn't much favortism or unbalance in terms of what works and what doesn't. It all comes down to execution, coordination and timing.

Forgiving of Mistakes
No matter where someone is positioned, they're never *impossibly* far from safe cover. Popular maps are very forgiving of mistakes and players will often feel as if they have a viable exit strategy if things go awry. There isn't often that feeling of being painted in a corner the way there is with less popular maps when someone makes a mistake.

Combat Takes Place in All Areas of Map(rather than only in center 80% of the time)
Needs no explanation.

Nearly every Drop is a Different Experience(High replay value)
Almost the same as above.

Supports All Aspects of Role Oriented Warfare and Gameplay
Everything from NARCs on up is viable.

Supports Jump Jets for Maneuverability in a Functional Sense
Canyon Network fits this bill better than other high vote maps due to the snake run part of canyons giving a free pass to JJ mounted mechs. But this still applies to other maps in high rotation, if in a lesser sense.

...

So anywayz, how would you rationalize the popularity of canyon network and other maps.

And do you think its possible for game developers to take note of reasons behind these maps popularity and advance this game's status quo to the next level in terms of developing maps superior to the ones we have now?


.

Edited by I Zeratul I, 10 November 2016 - 04:55 PM.


#2 Deathlike

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Posted 10 November 2016 - 04:52 PM

Map is designed reasonably well, despite uninteresting.

You can snipe, you can brawl... you can Lurm (except for the lower underside of the HPG)... it allows you to accomplish whatever you wish. You can say the same for Canyon to an extent too.

Other maps should strive for that, but don't.

#3 El Bandito

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Posted 10 November 2016 - 05:01 PM

1. No fog. Clear vision.

2. Relatively fair layout for both sides. Especially for HPG, and Mining. Canyon is close.

Edited by El Bandito, 10 November 2016 - 05:02 PM.


#4 LordNothing

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Posted 10 November 2016 - 05:04 PM

they are jack of all trades maps. last thing i want when im trying to level a non sniper light or any class of brawler is to be stuck of polar in endless rotation. tourmaline is better, because it has enough high cover to maneuver into good position. i sure as hell dont want to vote polar if i want to win. im tempted to vote for it when im working on some kind of long range build, but then i think of the other mechwarriors, some of which are getting shoehorned into a map that they arent prepared for. im much better off on hpg or canyon, and it wont hurt me any.

grim plexus is kind of a missed opportunity. it doesnt carry over some of the sneakyness of grim portico. where you take the gates down and have an option between a campy side and a brawly side. the first time i played the map i had the enemy sneak up the shallow trench under ecm, and they just started coming out of the walls, i was amazed they could move up that way with so much stealth (probibly more tactics and execution, but the map did make it all possible). things like that were completely absent in plexus. bit outer walls that make fighting about then undesirable, then you get a big open area in the middile with very sparse cover. its not a place where you want to be if you were a brawler. its certainly better than polar, but not much better. if it would have had more of those secluded trenches like on the fp map, it would have been much better.

Edited by LordNothing, 10 November 2016 - 05:11 PM.


#5 Darian DelFord

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Posted 10 November 2016 - 05:28 PM

They are overall good maps. They do not cater to one play style. Even lights can play well in these two maps.

#6 RAM

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Posted 10 November 2016 - 05:31 PM

Laziness Posted Image


RAM
ELH

#7 GenghisJr

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Posted 10 November 2016 - 05:50 PM

fps.

#8 B L O O D W I T C H

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Posted 10 November 2016 - 06:00 PM

shortest time from powering up your mech and starting to shoot an enemy.

#9 M T

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Posted 10 November 2016 - 06:12 PM

One of the few classic remaining maps left.

Treasure it until PGI ***** them too.

Worst thing game developers do is 'revamp' the crap out of a game, instead of just solely focussing on new content. It has destroyed many other games, because it drives veterans and long standing players away.

GG

#10 Clownwarlord

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Posted 10 November 2016 - 06:14 PM

I disagree,

Canyon is not forgiving due to mistakes. If you drop down in one of the canyons you might never (most likely not to) get out again.

#11 Mcgral18

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Posted 10 November 2016 - 06:16 PM

View PostEl Bandito, on 10 November 2016 - 05:01 PM, said:

1. No fog. Clear vision.

2. Relatively fair layout for both sides. Especially for HPG, and Mining. Canyon is close.


Yep, you can see shite

No need to go through the game in a green or grey haze

#12 FupDup

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Posted 10 November 2016 - 06:18 PM

TL;DR: They're well-designed maps.

#13 chucklesMuch

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Posted 10 November 2016 - 06:37 PM

They are some of best balanced maps where I don't care what class of mech, build type i'm running or game mode we are playing.

View PostEl Bandito, on 10 November 2016 - 05:01 PM, said:

1. No fog. Clear vision.


^ this x 1000 - I hate not being able to see stuff.

Also much of QP is grind... whether xp for mech mastery, cbills for; new mechs, IS engines or new modules. Or event goals to tick off for rewards... smaller maps make it quicker to rinse and repeat.

Edited by chucklesMuch, 10 November 2016 - 06:37 PM.


#14 Cy Mitchell

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Posted 10 November 2016 - 06:48 PM

Relatively small with abundant cover. There are those who like fighting in a phone booth while hiding from LRMs. Posted Image

#15 Bud Crue

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Posted 10 November 2016 - 07:06 PM

I can see what I am shooting. That's all there is too it.

#16 PPC Principal

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Posted 10 November 2016 - 07:18 PM

Clear vision. Quick into action. LRMs almost useless. PPC/ Gauss spam ineffective. Low base heat. Almost mirrored and fair map design (except some spawn points). Vertical gameplay. No 10min sniper standoffs (looking at you, New Frozen City). Possibilities to flank. ECM mechs highly effective.

And, thats gonna be difficult to describe, the artstyle and colour scheme is somehow pleasing... Like, Frozen City, Viridian Bog, Grim Plexus, all look and feel kind of weird to me?
I hope you can understand me on this point.

#17 His Holiness Pope Buster

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Posted 10 November 2016 - 07:29 PM

Not full of trees.

Doesn't have sh1tty time of day.

#18 Kodyn

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Posted 10 November 2016 - 07:39 PM

Best fps maps and always have been for me. Most pleasant to play.

#19 jss78

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Posted 10 November 2016 - 08:11 PM

Can't add much: they're well balanced for all types of 'mechs, good FPS, good visibility.

I'd love another zero-atmosphere moonscape map using HPG art assets.

I'd presume if/when PGI updates them, it'll be a simple visuals touchup, as done with Crimson Strait. IMO they've shown pretty good judgement with the map upgrades thus far, the maps that really needed work got more of it.

#20 MrMadguy

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Posted 10 November 2016 - 09:29 PM

Players want fair fights, not Meta-stomp-fests, cuz fair fights overall are much more enjoyable for everybody - and therefore everybody wants balanced maps.

How can maps, like Polar, be considered fair, if it, for example, was released especially to boost sales for LRM boat 'Mech - Archer. Why would PGI all of a sudden start to care about Alpine Peaks at the same moment, lol?

Edited by MrMadguy, 10 November 2016 - 09:34 PM.






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