

Rubellite Oasis
#1
Posted 14 November 2017 - 11:56 AM
#2
Posted 14 November 2017 - 12:48 PM
#3
Posted 14 November 2017 - 12:48 PM
#4
Posted 14 November 2017 - 12:53 PM
its like a 2v2 map
not a 12v12 map lol
the playable area of the map is only like 4 grid squares x 4 grid squares
I think its a solaris map that they turned into a 12v12 map because we complained there werent any new maps

Edited by Khobai, 14 November 2017 - 01:01 PM.
#5
Posted 14 November 2017 - 12:59 PM
Also the more I play it the more one sided the map seems. One spawn area has significantly less high ground to work with, while the other has easy access to ridges and more movement freedom. There's not a lot of effective cover, it feels cramped for 12v12 in general.
Edited by Snazzy Dragon, 14 November 2017 - 01:09 PM.
#6
Posted 14 November 2017 - 01:02 PM
Quote
except forest colony is also like three times the size
its like forest colony, if it was one third the size, and 85% of it was still wasted space lol
a new map is still a new map though I guess...
Edited by Khobai, 14 November 2017 - 01:15 PM.
#7
Posted 14 November 2017 - 01:27 PM
As long as there is no reason to actually travel to outer parts of a map (e.g. something like scouting, but with actually important objectives), people will always converge on the center and cycle around it to flank.
#8
Posted 14 November 2017 - 01:32 PM
#9
Posted 14 November 2017 - 01:58 PM
#10
Posted 14 November 2017 - 02:03 PM
#11
Posted 14 November 2017 - 02:09 PM
narrow choke points = fail
back ground contrast = fail (that means mechs blend into the terrain)
#12
Posted 14 November 2017 - 02:10 PM
#13
Posted 14 November 2017 - 02:17 PM
I imagined it being like one of those 3d chess boards where we have all these different vertical levels and people fighting across them up and down.
Edited by Bigbacon, 14 November 2017 - 02:58 PM.
#14
Posted 14 November 2017 - 02:45 PM
#16
Posted 14 November 2017 - 02:54 PM
LordNothing, on 14 November 2017 - 02:51 PM, said:
thats every map though. the only maps that dont were small to begin with.
Of course, what I mean by that though is sometimes there are actual uses for the outskirts on some maps, like tourmaline and the new frozen city. even HPG has the walls. forest colony and this new map, though, any strategies involving the outskirts will be gimmicks at best.
#17
Posted 14 November 2017 - 02:54 PM
ThoseWhoFearTomorrow, on 14 November 2017 - 11:56 AM, said:
https://twitter.com/...417626135883776
It looks like Quake. Textures look as if my lazy cousin worked on the map,... 20 years ago.
Design is great, visuals,... aweful!
Edited by PyckenZot, 14 November 2017 - 02:59 PM.
#18
Posted 14 November 2017 - 02:57 PM
PyckenZot, on 14 November 2017 - 02:54 PM, said:
[color=#14171A]https://twitter.com/...417626135883776[/color]
It looks like Quake. Textures look as if my lazy cousin worked on the map,... 20 years ago.
Design is great, visuals,... aweful!
noticed that as well. some of the textures are down right awful.
#19
Posted 14 November 2017 - 03:07 PM
#20
Posted 14 November 2017 - 03:16 PM

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