

Rubellite Oasis
#41
Posted 14 November 2017 - 11:29 PM
I would still much rather have a proper dense cityscape (as in, 100% of the map is street fighting) or some green, rolling hills in the countryside, because those are things we don't already have whereas ruined hellscapes we've got a-plenty.
#42
Posted 15 November 2017 - 12:40 AM
The video was promising, but the real thing not so much.
It will get downvoted anyways simply because of heat, after the initial wow phase. Like Terra Therma, which I think is a great map and much better than this new one.
Now what is bad about this map:
It is more 3D like HPG, however the sidetracks are much to easy to access with lights and fast mediums.
Now while a Linebacker rush, Assassin deathball or whacker whacka drop is a stomp on most maps against unprepared mixed teams, this map begs for it. Anything not able to run 70+ and circle quickly is dead meat, even against your killer urbie.
Also one side has a clear advantage to get to the high ground faster and take the connecting runways, that are on that side conveniently shielded, while the other group has to run up in the open... its a shooting range from that point on.
Also the overall design sucks. A simple red toned cross between tourmaline sharp rocks and caustic dust (which is now red instead of yellow). Very dissappointing. I would have wished for something other worldly, like real ruby like crystal formations and therefore slippery spots like in that MW:3 map someone made.
I think this map was rushed out and the designers were underpaid or not motivated and just copy pasted **** together. I mean the one sniper spire is a 100% copy of the tourmaline spire, you even have the same "jump spots".
Sad to see another map that will get downvoted a lot in the future. Wasted design money.
#43
Posted 15 November 2017 - 12:41 AM
#44
Posted 15 November 2017 - 01:15 AM
The good:
1) Well.. its a new map. Yaay for variety.
2) Brawlers and fast JJ mechs will probably like this map.
The Bad:
1) Visually, the map is a mix of Tourmaline and Vitric, but the brown omnipresent fog makes it look worse than it should. Should have stayed with Tourmaline's clear visibility and desert-like feel.
2) Recycled visuals - and while I don't mind these, I've seen literal copy-pasting of assets. I don't mind it really, but given the fact that we've waited for a new map forever, you could have given us at least something new.
3) Clear advantage to one side of the map.
4) Lots of wasted space, map is too small. Provides instant-shooting gallery to some people.
5) Not very LRM friendly. Will pass voting on it while in a LRM boat, just like I pass on HPG.
6) The heat is atrocious! Seriously, whats with all the hot maps? You guys have 3 temperate maps, the rest are oscillations of extreme-heat/cold maps.
7) Visually, the map looks like a hot mess. I really don't see any reason to call it an "Oasis". More like "Industrial garbage heap".
8) The design is arena-like, instead of "open-space on some random planet we're tying to conquer". I get it, you want MWO to be an Esport - you don't have to be so obvious.
In conclusion - I hope you guys do A LOT better on the city map you've promised us for spring 2018..
Edited by Vellron2005, 15 November 2017 - 01:16 AM.
#45
Posted 15 November 2017 - 01:20 AM
I really enjoy it, many different ways, vertical playing, many corners and huge buildings.
Dakka Dakka FTW!
#46
Posted 15 November 2017 - 01:21 AM
#47
Posted 15 November 2017 - 01:22 AM
#48
Posted 15 November 2017 - 01:32 AM
For scouts and snipers it is a pleasure. Lots of cover, elevated positions to attack from angles, that are a pure nightmare for every assault.
Therefore teamplay is pronounced: stick together, go altogother up or down - or die alone, on the wrong level, too far away for any help.
I've mixed feelings about this, but i'm curious to see how the hive-mind will adjust.
Edited by Siegfried Kircheis, 15 November 2017 - 01:32 AM.
#49
Posted 15 November 2017 - 01:35 AM

#50
Posted 15 November 2017 - 02:03 AM
For example in case of Grim Plexus it took me several months to go from 'i hate this map' to 'it's one of my favorites'.
On Oasis my first matches have been horrible, but the last couple were great. It takes at least several days to learn a map, only then it can make sense to give feedback to the devs (except bugs of cause).
Personally i like the vertical structure, currently there is a lot of flanking possible. I wonder if this stays true in a few weeks after everyone knows the map well enough.
Davegt27, on 14 November 2017 - 02:09 PM, said:
One of the best maps (Tourmaline) is very hot and is also played on the highest competitive level.
So heat has nothing to do with map quality.
Davegt27, on 14 November 2017 - 02:09 PM, said:
Why is that a bad thing? Like heat, visibility is simply a map condition which we have to deal with. We can't have cold high-visibility maps all day, that's too easy.

Edited by Daggett, 15 November 2017 - 05:54 AM.
#51
Posted 15 November 2017 - 02:25 AM
I'm also not a fan of the foggy atmosphere over the map, but only because the most enjoyable visual aspect of tourmaline desert is the bright, perfect weather (remember -visual, the heat is not visual). That's why I love to play on tourmaline desert (or canyon network) and I remember a Blizzard level designer interview where he stated that people generally don't want to play in gloomy/dark places no matter how good they are for the gameplay etc. I feel that Terra Therma suffers from the same problem (aside from the heat).
I like the red crystals added to the tourmaline ones.
I like the colossal crystal structures that vanish into the fog but they don't go with the tourmaline desert feel of the place. Being among those colossal structures feels like being under the planet surface.
I would want it to be more like tourmaline desert or less like it, right now it looks like the same planet but kinda not the same planet at the same time. So IMO the visual assets of this map should be used for two (or more) different maps, not one, but it's still looks good. But please do something with the brown soil on the map as it looks bad right now.
Edited by Garran Tana, 15 November 2017 - 02:28 AM.
#52
Posted 15 November 2017 - 03:31 AM
Bigbacon, on 14 November 2017 - 05:21 PM, said:
that is crazy... HPG is one of the best maps in the game...if not the best.
It is if you just like short range fights.
It's also tiny and most of where the fighting takes place is just an anti-LRM area (under the dish and in the basement). I just think it's an extremely boring map. I mean, most of the maps are boring but HPG is (was) the worst to me.
Tordin, on 14 November 2017 - 03:30 PM, said:
Exactly.
#53
Posted 15 November 2017 - 03:44 AM
#54
Posted 15 November 2017 - 03:47 AM
#55
Posted 15 November 2017 - 04:32 AM
#56
Posted 15 November 2017 - 04:32 AM
#57
Posted 15 November 2017 - 05:09 AM
#58
Posted 15 November 2017 - 05:15 AM
The textures however, need way more work.
Gameplaywise its gonna be a nightmare for Assaults (even with JJs) since many ways to maneuver unseen are present.
The Lurmcrowd will hate it, which is a big+.
Quote
Rubelite is the reddish material you see all around, and since there is plenty its an oasis. Map name makes sense.
#59
Posted 15 November 2017 - 05:18 AM
OrmsbyGore, on 14 November 2017 - 09:45 PM, said:
Honestly, this is one of the few quick play maps where the holding the high ground might be worthwhile. All the others it's good for a peek at the enemy and exposing yourself to... well, all of them.
#60
Posted 15 November 2017 - 05:26 AM
Escef, on 14 November 2017 - 03:07 PM, said:
It's a real good map but majority of players just bee-line it for the center, like most maps TBH.
However, if you skip the LCD play and use more of the map, it get's better.
Go to a private lobby or Training and look around and avoid the center.
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