#1
Posted 10 December 2024 - 11:19 AM
1. This is a mid-size map. Well, it seems larger than some other MWO maps.
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.
3. Those water canals can provide players with some cover.
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.
5. Jump jets could be useful on this terrain. I mean, all those ledges ...
6. There is a city in one corner of the map, but it is out of bounds.
What about you? What do you think about this new map?
#2
Posted 10 December 2024 - 01:06 PM
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
Posted 10 December 2024 - 01:34 PM
#4
Posted 10 December 2024 - 04:10 PM
#5
Posted 10 December 2024 - 04:49 PM
#6
Posted 10 December 2024 - 06:18 PM
Bud Crue, on 10 December 2024 - 04:49 PM, said:
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
Posted 10 December 2024 - 10:12 PM
I will vote against this map every time it comes up.
#8
Posted 11 December 2024 - 12:15 AM
#9
Posted 11 December 2024 - 12:43 AM
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
Posted 11 December 2024 - 02:13 AM
#11
Posted 11 December 2024 - 06:27 AM
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
Posted 11 December 2024 - 07:05 AM
Edited by Bassault, 11 December 2024 - 07:08 AM.
#13
Posted 11 December 2024 - 09:40 AM
#14
Posted 11 December 2024 - 09:54 AM
#15
Posted 11 December 2024 - 10:41 AM
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
Posted 11 December 2024 - 11:21 AM
#17
Posted 11 December 2024 - 11:27 AM
#18
Posted 11 December 2024 - 01:19 PM
#19
Posted 11 December 2024 - 01:48 PM
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
Posted 11 December 2024 - 02:11 PM
Meep Meep, on 11 December 2024 - 01:19 PM, said:
let the community do it for free.
Edited by LordNothing, 11 December 2024 - 02:09 PM.
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