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Rubellite Oasis


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#41 WrathOfDeadguy

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Posted 14 November 2017 - 11:29 PM

It's pretty cool, but the invisible barriers need to be trimmed back. Otherwise, it's nice to see a map with some verticality that isn't just the same old Death Star we've been stomping around for years.

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 Hoshi Toranaga

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Posted 15 November 2017 - 12:40 AM

Honestly I would have expected more.
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 Snazzy Dragon

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Posted 15 November 2017 - 12:41 AM

I feel like if jumpjets on anything that isn't a medium or a cheetah could actually get you around on this map it'd be far ore interesting.

#44 Vellron2005

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Posted 15 November 2017 - 01:15 AM

I've only played 2-3 matches on it so far, and here are my impressions:

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 Bishop Six

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Posted 15 November 2017 - 01:20 AM

Clan-Snipers and Lurmers will not not like the hot map with many covering positions...^^

I really enjoy it, many different ways, vertical playing, many corners and huge buildings.

Dakka Dakka FTW!

#46 Stonefalcon

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Posted 15 November 2017 - 01:21 AM

Is it just me, or does this map feel not finished? It feels like what EA would do if they were developing it, give you the dog standard map, charge $60 then say "We're you expecting a finished map? That'll be $80 for some destroyed mechs to add a bit of clutter and liven up the place"

#47 Black Ivan

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Posted 15 November 2017 - 01:22 AM

Such a disappointment. It feels unfinished and rushed. All this invisible corners etc

#48 Siegfried Kircheis

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Posted 15 November 2017 - 01:32 AM

After some drops it still feels like a maze ... Probably because the clear vertical geometry of HPG is absent.

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 lazorbeamz

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Posted 15 November 2017 - 01:35 AM

Very nice map. And laser bois get a nice heat penalty :D

#50 Daggett

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Posted 15 November 2017 - 02:03 AM

I don't think anyone can judge the gameplay of a new map objectively after only a few hours of playtime.
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.

View PostDavegt27, on 14 November 2017 - 02:09 PM, said:

hot = fail

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.

View PostDavegt27, on 14 November 2017 - 02:09 PM, said:

back ground contrast = fail (that means mechs blend into the terrain)

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. Posted Image

Edited by Daggett, 15 November 2017 - 05:54 AM.


#51 Garran Tana

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Posted 15 November 2017 - 02:25 AM

I like the map gameplay so far, it's the best part of it! I really don't like the brown soil on the outskirts of the map as it looks almost like it has no texture or just a placeholder one.
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 Wolfways

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Posted 15 November 2017 - 03:31 AM

View PostBigbacon, 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.

View PostTordin, on 14 November 2017 - 03:30 PM, said:

HPG? Hated? I might be dense. But as far as I have heard and seen. Its a nascaring, meta l33t tryhards wet dream..

Exactly.

#53 Chados

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Posted 15 November 2017 - 03:44 AM

It’s hot, and it’s a paradise for light players who like to gank. A yuge ambush zone for anything over 75 tons. But for all that, it’s interesting. Mobility is important and it’s possible to isolate enemy heavies around corners.

#54 Methanoid

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Posted 15 November 2017 - 03:47 AM

You can tell from the weird spikey/shardlike landscape, its tourmaline desert, recolored with structures thrown in.... However all that varying terrain is a welcome sight, its not just flat land with some vertical buildings, lots of peek-a-boo from multiple places, deffo a lot more action packed even when people try to camp, theres always a place someone can unexpectedly pop out and shoot them in the back. +1 just sucks its another map with the same 3-4 washed out colors everywhere, ive seen old halflife/ut99 based games look more colorful.

#55 Anjian

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Posted 15 November 2017 - 04:32 AM

I am pretty okay with the map. Its a new map, that's a plus in itself when at some point, I thought the game won't ever introduce new maps, and its been a gradual descent for a while.

#56 Kuaron

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Posted 15 November 2017 - 04:32 AM

It's the opposite of polar highlands, which makes it impossible not to like.

#57 Kargush

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Posted 15 November 2017 - 05:09 AM

A massive load of nothing, as always. What it is with PGI and not making use of that huge space they have available?

#58 John McHobo

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Posted 15 November 2017 - 05:15 AM

After spending some time on it via training grounds I can say the atmosphere-wise the map is very well done. Howling winds on narrow spots, gas pockets in low places, the murky clouds and the thunderstorm makes it truly feel like a hellscape.
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

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".


Rubelite is the reddish material you see all around, and since there is plenty its an oasis. Map name makes sense.

#59 Escef

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Posted 15 November 2017 - 05:18 AM

View PostOrmsbyGore, on 14 November 2017 - 09:45 PM, said:

I'm enjoying the new map, I think of it as a cross between hpg and tourmaline. Unfortunately, every single match i've played on the new map involved a team that didn't appreciate the value of controlling the high ground or were hell bent on nascaring no matter what, so I've been on the receiving end of a few stomps


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 TWIAFU

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Posted 15 November 2017 - 05:26 AM

View PostEscef, on 14 November 2017 - 03:07 PM, said:

I've found that so far it plays really well. You have a lot of avenues (with cover) to approach any other part of the map. It's a great map for lights and mediums, especially if you have jets.


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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