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Luthien First Impressions

Maps

35 replies to this topic

#1 martian

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Posted 10 December 2024 - 11:19 AM

Thanks for the new Quick Play map.

1. This is a mid-size map. Well, it seems larger than some other MWO maps.

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2. As you can see, the map is a literal labyrinth of pathways. I like it because I hate maps that give players just two or three possible routes.

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3. Those water canals can provide players with some cover.

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4. Narrow bridges allow for faster movement between various areas of the map, but you are going to be visible from all sides while doing so.

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5. Jump jets could be useful on this terrain. I mean, all those ledges ...

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6. There is a city in one corner of the map, but it is out of bounds.

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What about you? What do you think about this new map?

#2 Mercarryn

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Posted 10 December 2024 - 01:06 PM

Okay, my first impression:

Sniper party par excellence. Any mech that tries to go short range on this map has a really hard time.

Moreover there are a few things that need to be fixed. One Bane got stuck under the bridge at E4.
And I also found a few floating objects, especially trees.

So far, I cannot say I enjoy this map.

#3 PurplePuke

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Posted 10 December 2024 - 01:34 PM

It doesn't seem any more sniper-biased than any other map, but some will always complain about that no matter what. Looking forward to some good fights on this map.

#4 Kamiko Kross

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Posted 10 December 2024 - 04:10 PM

A map with a lot of choices ikn position, ergo fatal for pugs. Every single game i have played team is paralyzed.

#5 Bud Crue

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Posted 10 December 2024 - 04:49 PM

Map plays fine as a brawler (though it feels like the opposing drop zones are fairly close together, which might cause some folks to kvetch), but what really strikes me is how...antiquated...for lack of a better word, the map looks. Seems like a MW4 map. Maybe its the color pallet and the tiny trees, but whatever it is the map screams game with old graphics more than any other map, at least to me.

#6 foamyesque

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Posted 10 December 2024 - 06:18 PM

View PostBud Crue, on 10 December 2024 - 04:49 PM, said:

Map plays fine as a brawler (though it feels like the opposing drop zones are fairly close together, which might cause some folks to kvetch), but what really strikes me is how...antiquated...for lack of a better word, the map looks. Seems like a MW4 map. Maybe its the color pallet and the tiny trees, but whatever it is the map screams game with old graphics more than any other map, at least to me.


I think it's the relatively undifferentiated ground. Needs more texture variety, maybe some non-colliding low cover -- taller grass, small rocks, that sort of thing. Decorative stuff that doesn't impact mech movement or allow a mech to hide but that would serve to break up the big samey areas with some more visual interest.

Edited by foamyesque, 11 December 2024 - 09:50 AM.


#7 1Exitar1

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Posted 10 December 2024 - 10:12 PM

I HATE this map. The reason being is that I play short range mechs almost exclusively and with those long sight lines, it is hard to get close enough to fire my weapons. Someone with gauss or ATMs can sit way in the back and fire all the way to the other side of the map! Ok, maybe not that far, but it's because of the limitations of the weapons, not because of the map.

I will vote against this map every time it comes up.

#8 Saved By The Bell

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Posted 11 December 2024 - 12:15 AM

f4 a cave

#9 Kynesis

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Posted 11 December 2024 - 12:43 AM

I like what the map seems to be trying to achieve - intermittent cover, low and high areas, occasional kill boxes that punish careless movement. Even the trees have been placed thoughtfully.

There's an over abundance of sniper nests, but most require a modicum of skill to get to and aren't castles.

There are too many long stretches however that offer sniper dominance, especially problematic in areas where teams need to cross narrow, exposed bridges just to attempt a mad dash to get in range of said snipers.

I'd make the bridges much bigger and place arches over them to protect from LRM's - the approaches either side are exposed enough. It's fair that crossing a bridge should carry some risk in being somewhat exposed, but it shouldn't be a death sentence.

The stone pillars need to be bigger, they're far enough apart that several mechs need to be able to shelter at the same time. This would help mitigate some of the risk in running from shelter to shelter over the many large, flat, open spaces.

It would be nice to have some landmarks, even if it's just a few iconic buildings N,E,S,W, equidistant to each other around the middle of the map, so that those nearer the edge of the map are about halfway to that edge.

You could add some bigger trees along the rivers, they're super exposed death traps currently.

The water renders weirdly at a distance, is there a lower LOD available for them?

I like having a little cave system, but they're miles from the action & they really should be indicated on the overhead map.
I greatly appreciate that there are no doodads to get snagged on.
I wonder if many mountain ledges around cockpit height should be more jump friendly.
I like that walking off many of the mid-sized ledges doesn't cause leg damage.

Overall, I like the general design (though it is too big). It just needs more thought given to engagement ranges and types.

#10 Novakaine

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Posted 11 December 2024 - 02:13 AM

I like it.

#11 Saved By The Bell

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Posted 11 December 2024 - 06:27 AM

falling trees change color


this map, team which attacking without brain or nascar, farmed properly

because you can make defend line at any point, just from start

so its anti potato map

Edited by Saved By The Bell, 11 December 2024 - 06:28 AM.


#12 Bassault

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Posted 11 December 2024 - 07:05 AM

The map is great. I love it, lots of big open spaces but they aren't super long range, it's more like if you walk out not paying more attention than usual you will die a horrible death by ballistic dps. Reminder that 600-800m is not long range sniping. Toward the center and some outskirts theres a sort of wide area where there are multiple platforms high, low, in all directions making it easy to poke or attack with plenty of places to escape, but it's not claustrophobic either. It really is one of the best I've seen.

Edited by Bassault, 11 December 2024 - 07:08 AM.


#13 1Exitar1

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Posted 11 December 2024 - 09:40 AM

When people are picking Alpine Peaks over the new map, you know something is wrong.

#14 TheCaptainJZ

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Posted 11 December 2024 - 09:54 AM

Only played it a couple times. It seems fine. Was able to catch an enemy assault out of position by flanking in a light. Slow brawlers will have a hard time. The sight lines do seem long so maybe some more bends in the river here or there would help. There seems to be a pretty straight path from each team's spawn location C3 to E5. I think there should be some bends in this stretch or some large rocks to provide some cover.

#15 BlueDevilspawn

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Posted 11 December 2024 - 10:41 AM

Overall I like the new map's topography and layout.
I ran primarily mid or short range last night and even in areas where I came under blue lasers or longer ranged stuff, I was able to go hull down or drop off quickly due to the tiers in the terrain. For definition, mid range is roughly 400m-800m and short range is <400m. My primary midrange was ballistics (UAC5s, AC10s, and HAGs) and short range was snubs and SRMs.
I never had an issue traversing within range of a target. Dropping down into low ground or even the deeper middle canyon for movement or cover usually led me to finding ramps in logical areas to come back up and re-engage reasonably quickly. With potential changes to aesthetics and see through stuff aside, would be a great map.

#16 MOPCKOE

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Posted 11 December 2024 - 11:21 AM

ONCE MORE TRASH OPEN FIELD MAP

#17 foamyesque

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Posted 11 December 2024 - 11:27 AM

The crevasse in the mountain between D3-D4 just *eats* mechs. Needs to either be widened and flattened out so that you can actually land and recharge JJs to get back out of it, or removed altogether.

#18 Meep Meep

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Posted 11 December 2024 - 01:19 PM

Map looks like it was ripped directly from mw4 but the layout looks nice. I guess they can't drop a few hundred thousand on map creation anymore. Posted Image

#19 Ttly

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Posted 11 December 2024 - 01:48 PM

While I don't like the long sightlines on some places, I do enjoy the verticality allowing JJs to really shine.
Also it doesn't feel like someone haphazardly raising the terrain to make shoddy jaggy surfaces like on Hellebore with how flat some of the terrain are, which is also a plus since it lets low mounted hardpoints to work.

Edited by Ttly, 11 December 2024 - 01:48 PM.


#20 LordNothing

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Posted 11 December 2024 - 02:11 PM

its like a worse version of kagoshima from mwll. cant wait for worse version of extremity. the salt must flow.

View PostMeep Meep, on 11 December 2024 - 01:19 PM, said:

Map looks like it was ripped directly from mw4 but the layout looks nice. I guess they can't drop a few hundred thousand on map creation anymore. Posted Image


let the community do it for free.

Edited by LordNothing, 11 December 2024 - 02:09 PM.






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