Rubellite Oasis Teaser!
#161
Posted 05 November 2017 - 09:21 AM
#162
Posted 06 November 2017 - 01:26 AM
#163
Posted 06 November 2017 - 05:58 AM
#165
Posted 06 November 2017 - 07:49 AM
Jondoeiowa, on 03 November 2017 - 03:45 AM, said:
Rolling Hills (alot bigger hills than polar please), Tree lines, put a few tractors left out in the fields, simple map really.
And if you draw escort, the VIP should be a Cattlemaster.
Edited by Imperialus, 06 November 2017 - 07:50 AM.
#166
Posted 06 November 2017 - 07:57 AM
#167
Posted 06 November 2017 - 08:52 AM
jjm1, on 06 November 2017 - 06:43 AM, said:
Oh my... I remember that map and game from my younger years. Frankly however, mobius76's idea made me think more of "Q3DM19: Apocalypse Void" in terms of making an MWO Edition. Unfortunately, MWO still suffers from not having any Low-Gravity/High-Gravity special maps to battle around on. We'll have to see if PGI can get something workable out the door first before we would see something with that much detailing.
~D. V. "I get your ideas, and they would be interesting, but..." Devnull
#168
Posted 06 November 2017 - 11:05 AM
Arkhangel, on 05 November 2017 - 08:58 AM, said:
I am going to restate what I said again. The last map which made people think was Polar Highland. The 'problems' that people had was in skirmish was the movement to contact essentially the point where you scout make contact gather forces and destroy the enemy. PH is the only map that has that feature. Every other map is too small to really do that and indeed has a feature which gives technical advantage to one side to gain. it is also the only map where you could consistently win conquest playing conquest rather than the usual Kill/Damage route. I ahev won many a game in PUG on PH where by we have played a cap and run with lights and do a sacrifice of heavies making sure that come then end there is no time left. I have also played the long game avoiding contact as a team and forcing the opposition to come find us after we have managed to get a single kill.
The point is that PH is large enough to change it up. most of the other maps and game mode combinations mean that tactics become get to a location (and indeed avoid almost all of the rest of the map) and then let the Kill/Damage thing proceed. Escort is a disaster since the again like many of the modes on many of the maps it becomes kill everything first and then do the mode and in the case of escort it is the most unbalanced mode in the game since the AI sucks the routes are limited by the fact the maps are not really that great for the mode.
I could go on but essentially for me playing in PUGs it just gets boring i is not the thinkers' person shooter as it is advertised.
lastly i would pay for better maps over more mech that get quirked and requirked on a monthly basis.
But as they say opinions are like arseholes everyone has one and everyone elses stinks worse than your own
;-)
#169
Posted 06 November 2017 - 12:16 PM
Really been trying to be more positive of late and just accept MWO as what it is, but this map brought out all my saltiness. Remove the nasty yellow fog and you'd get a whole different review.
Edited by Kodyn, 06 November 2017 - 12:18 PM.
#170
Posted 06 November 2017 - 02:51 PM
Kodyn, on 06 November 2017 - 12:16 PM, said:
Really been trying to be more positive of late and just accept MWO as what it is, but this map brought out all my saltiness. Remove the nasty yellow fog and you'd get a whole different review.
https://mwomercs.com...13#entry5938313
#171
Posted 06 November 2017 - 03:26 PM
Kodyn, on 06 November 2017 - 12:16 PM, said:
Really been trying to be more positive of late and just accept MWO as what it is, but this map brought out all my saltiness. Remove the nasty yellow fog and you'd get a whole different review.
there is NO fog!
...an out of bounds fog, thats it
#172
Posted 06 November 2017 - 04:22 PM
Nevermind the mech, look at that map!
#173
Posted 06 November 2017 - 07:08 PM
#174
Posted 06 November 2017 - 11:30 PM
Way too rarely we get new maps, wish we could get at least 1 new map each 3 months. If devs could release some kind of map maker tools, along with instructions and guidelines on how to make a MWO map that will work with the game, then review finished map/add it to the game if good. perhaps that would help with lack of new maps(altho it may be too big of a gamble for devs to invest time/money in this without knowing if it will pay off? I dunno).
Edited by Kell Aset, 06 November 2017 - 11:35 PM.
#175
Posted 07 November 2017 - 01:20 AM
tokumboh, on 06 November 2017 - 11:05 AM, said:
I am going to restate what I said again. The last map which made people think was Polar Highland. The 'problems' that people had was in skirmish was the movement to contact essentially the point where you scout make contact gather forces and destroy the enemy. PH is the only map that has that feature. Every other map is too small to really do that and indeed has a feature which gives technical advantage to one side to gain. it is also the only map where you could consistently win conquest playing conquest rather than the usual Kill/Damage route. I ahev won many a game in PUG on PH where by we have played a cap and run with lights and do a sacrifice of heavies making sure that come then end there is no time left. I have also played the long game avoiding contact as a team and forcing the opposition to come find us after we have managed to get a single kill.
The point is that PH is large enough to change it up. most of the other maps and game mode combinations mean that tactics become get to a location (and indeed avoid almost all of the rest of the map) and then let the Kill/Damage thing proceed. Escort is a disaster since the again like many of the modes on many of the maps it becomes kill everything first and then do the mode and in the case of escort it is the most unbalanced mode in the game since the AI sucks the routes are limited by the fact the maps are not really that great for the mode.
I could go on but essentially for me playing in PUGs it just gets boring i is not the thinkers' person shooter as it is advertised.
lastly i would pay for better maps over more mech that get quirked and requirked on a monthly basis.
But as they say opinions are like arseholes everyone has one and everyone elses stinks worse than your own
;-)
how the hell would you know, Polar is the only map that gets voted for 80% of the time if it's in the running. you CAN fight in other chunks of other maps, in fact, a lot of wins on other maps happen because someone thinks outside the box. shouldn't judge every map other than polar harshly because YOU can't take the time to figure out a strategy for a map that isn't completely of intervening terrain. mean, hell, look at River City. every time i go there, the match often ends in a diff place. the most common is around behind the citadel, but i've seen it get fought up at the Starport, in upper city, under the starport, over by the power plant, etc.
fact is, you pick polar because you're too much of a ***** to learn to manage your heat. so stop making exscuses for it. you're not fooling anyone.
#176
Posted 07 November 2017 - 04:34 AM
Kell Aset, on 06 November 2017 - 11:30 PM, said:
Hm... cut them some slack... let's say about 6 months for a new map, which is realistic. PGI still is a rather small studio and maps in a semi-competitive environment need some time to flesh out.
I make a wild guess and say scenery is the last thing holding PGI back for releasing new maps. Maps have to be symmetrical without feeling symmetrical to be interesting and competitive at the same time.
That's why I like Tourmaline Desert so much. It's one of the most balanced maps without feeling symmetrical and at least half the map gets used in pretty much every match before the ring-around-the-rosies starts. In 99% of every other map the fights start and end around the middle 4 quadrants. This is why the old map revamp was a bad idea in the first place and I hope we get the old maps back when the 8vs8 returns.
Polar Highlands is one of the maps you can safely cut 2/3 of the map without changing the gameplay one bit. It's a long walk to I/H 8/9 if you're not playing Escort. It's balanced - yes, but it has like no eye-candy whatsoever, artificially increases the time to kill by promoting long range poking/lrm engagements and a friggin long march which has like no gameplay value.
#177
Posted 07 November 2017 - 07:32 AM
Arkhangel, on 07 November 2017 - 01:20 AM, said:
fact is, you pick polar because you're too much of a ***** to learn to manage your heat. so stop making exscuses for it. you're not fooling anyone.
Gasoline, on 07 November 2017 - 04:34 AM, said:
That's why I like Tourmaline Desert so much. It's one of the most balanced maps without feeling symmetrical and at least half the map gets used in pretty much every match before the ring-around-the-rosies starts. In 99% of every other map the fights start and end around the middle 4 quadrants. This is why the old map revamp was a bad idea in the first place and I hope we get the old maps back when the 8vs8 returns.
Polar Highlands is one of the maps you can safely cut 2/3 of the map without changing the gameplay one bit. It's a long walk to I/H 8/9 if you're not playing Escort. It's balanced - yes, but it has like no eye-candy whatsoever, artificially increases the time to kill by promoting long range poking/lrm engagements and a friggin long march which has like no gameplay value.
could not agree more. choosing boring, cold maps over actually interesting ones is just a sign of being either too lazy or too stupid to manage their heat.
we have so many good maps, even mordor since they changed it, but noo, PUGs will allways end up in the maps that everyone knows like the back side of their own hand and i am getting tired of it.
#178
Posted 07 November 2017 - 01:46 PM
#179
Posted 07 November 2017 - 02:35 PM
#180
Posted 07 November 2017 - 02:49 PM
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