Half Of Frozen City Is Never Played
#1
Posted 07 October 2018 - 07:42 PM
This is a shame since I am guessing the original map was not haphazardously slapped together in 2 months to appease a vocal group who touted larger maps as being the problem solver of all of MWO. I can't blame them too much, since at the time we were having a stale map problem, and larger format maps hadn't been introduced yet.
Frozen city was not a slight rework like Viridian or a partial overhaul like River City. By changing the orientation of the teams and expanding the map, it essentially became a map completely unlike the original in practical terms of how the matches develop and where on the map matches are played. We essentially lost one of the most popular maps, OG Frozen City, from rotation and had it replaced with current Frozen City, which in my opinion does not nearly make use of its playable areas, and what it does use is not the most well designed parts of the map generally speaking. Yeah, putting the Array in the middle of the ditch makes sense on Domination, but can't we at least get Skirmish or Assault with each team in the original sides of the map? It's currently just dead space, and in my opinion the original side of the map was one of the best small maps MWO had. I'd rather play over there than in the barren, lopsided F7 city half the matches currently take place in anyway.
#2
Posted 07 October 2018 - 08:09 PM
#3
Posted 07 October 2018 - 08:21 PM
#4
Posted 07 October 2018 - 08:27 PM
Hmm....
But yeah bring back Old Frozen... Assaults fighting within the first 30s if the match. None of this walking for 2-3mins. Old Frozen one of my fav maps.
#5
Posted 07 October 2018 - 08:41 PM
Those fox 7 rushes get olllllld
#6
Posted 07 October 2018 - 10:22 PM
They needed to make the map bigger for 12v12. But adding the valley of death in the middle was not the way to do it.
Having to completely walk around the valley of death is what makes it take so long to get anywhere on that map. Instead of having the wide open valley of death they shouldve had a glacial tundra dividing the map with an extensive cave system underneath it.
Edited by Khobai, 07 October 2018 - 10:29 PM.
#7
Posted 08 October 2018 - 08:15 AM
HPG has around 27 grid squares of potentiallly useable area (not out of bounds) yet around 4 of these 27 grid squares are played on.
Even with modes that utilize objectives outside the frequently used 4 squares (D4,D5 E4 and E5) those objectives are frequently touched once and left alone (with conquest you grab your two points and fight around theta like it's a skirmish, Incursion you fight in the middle of the map like it'sa skirmish,winner runs a fast mech over to the enemy base and hits something once and assault is basically skirmish and the bases are largely ignored and skirmish may as well be domination on HPG manifold because of how the map is played)
A way of fixing HPG would be to open up the entire outer area by making C2,C3 and B3 (maybe a tiny corner of B2 as well) available on the north west side of the map and G5,G6,F6 and E7 opened up on the south east side of the map.
Next you lower the height of the massive outer wall to allow easier jumpjet access and place several ramp access areas for ground bound mechs to get onto the wall. (maybe even relocate conquest control points to have a couple on the now accessable upper levels)
Lastly I would put several access tunnels into and through the large outer wall to remove some of the predictability of movement on the map by providing alternate means of reaching portions of the map.
#8
Posted 08 October 2018 - 08:20 AM
And the cave? Just remove it. It was cool once, but in the new map it's useless. It would be sweet to have a series of paths through caves in a map, but there's not a place for it here anymore.
#9
Posted 08 October 2018 - 10:25 AM
#10
Posted 08 October 2018 - 11:03 AM
Khobai, on 07 October 2018 - 10:22 PM, said:
They needed to make the map bigger for 12v12. But adding the valley of death in the middle was not the way to do it.
Having to completely walk around the valley of death is what makes it take so long to get anywhere on that map. Instead of having the wide open valley of death they shouldve had a glacial tundra dividing the map with an extensive cave system underneath it.
Or, you know, gave it the size of a real city instead of this frozen hillbilly town claiming to be one.
#11
Posted 08 October 2018 - 01:36 PM
#12
Posted 09 October 2018 - 06:28 AM
#13
Posted 09 October 2018 - 05:58 PM
#14
Posted 10 October 2018 - 09:46 AM
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