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Luthien First Impressions

Maps

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#21 martian

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Posted 11 December 2024 - 02:23 PM

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

MechWarrior 4? You are too generous.

My first impression was that the Luthien map was ripped from MechWarrior 3. Something like this:

Posted Image

The only problem is that MechWarrior 3 is from 1999, i.e. a quarter of a century old game. Posted Image

#22 TheCaptainJZ

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Posted 11 December 2024 - 04:11 PM

I think the map looks so basic and bland mainly due to the lighting. Like there's hardly any shadows. The light source appears to be directly overhead. Changes to the lighting would probably go a long way to improving the look.

#23 LordNothing

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Posted 11 December 2024 - 06:23 PM

im not sure id go as far as calling these graphics as bad as mw3 or 4. it kind of reminds me of unreal tourney 2004. graphics are definately mid '00s. except a map this size would have ground your rig to a slideshow back then. many game engines still required a lot of portals (thresholds between renderable sections) to render fast. unreal was the only game engine that handled big outdoor areas well, even the first one (the unreal intro still looks spectacular to this day on just a voodoo card, in fact it was bundled in along with mw2).

Edited by LordNothing, 11 December 2024 - 06:31 PM.


#24 Ekson Valdez

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Posted 11 December 2024 - 11:03 PM



This thread was moved to Luthien



#25 Cheeks Akimbo

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Posted 12 December 2024 - 10:38 AM

I like the idea of the map but between the small ridges and long halls it feels so bad playing anything low maneuverability. Brawling works if you can get the team to actually move into combat, arching missile weapons feel really good on this map as well... assuming if you can get into a good spot looking over the enemy.

Yet to have a match that's not a total wipe, teams bunch up on small bits of cover from the 1k long halls because of sniper superiority. Honestly bad as that sounds it's not far off from being a great map, I would like to see maybe smoothing out some more climbing spots on all these ridges for slow non jj mechs. Outside of that like others said maybe a little change of texture to break things up visually?

#26 LordNothing

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Posted 13 December 2024 - 11:45 AM

teams like to appear in cohesion until they move just far enough in for only a third of the players to trade, with the rest being out of range, and then grow roots anchoring the team to its present death trap. thats when brawlers wander off singularly or in small groups and either find isolated mechs or get splattered. snipers in good positions that can support the team are fine. its only when what appears to be the front line are actually snipers and everyone else gets drawn in and becomes cannon fodder, melting armor that could have been used better elsewhere. ultimately the team with the most guns firing wins.

#27 1Exitar1

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Posted 13 December 2024 - 09:44 PM

View PostCheeks Akimbo, on 12 December 2024 - 10:38 AM, said:

I like the idea of the map but between the small ridges and long halls it feels so bad playing anything low maneuverability. Brawling works if you can get the team to actually move into combat, arching missile weapons feel really good on this map as well... assuming if you can get into a good spot looking over the enemy.

Yet to have a match that's not a total wipe, teams bunch up on small bits of cover from the 1k long halls because of sniper superiority. Honestly bad as that sounds it's not far off from being a great map, I would like to see maybe smoothing out some more climbing spots on all these ridges for slow non jj mechs. Outside of that like others said maybe a little change of texture to break things up visually?


I agree, the long corridors that snipers can shoot down, needs some work. Also, there need to be ramps up to the ledges. A lot of spots with cover have ledges above them, but non-jump jet mechs can't get to them. Like Hellebore, there needs to be more ramps!!
I beginning to enjoy the map more, but those long firing lanes are almost impossible to go across if there is a good sniper on the other end!

#28 Ghost of Ligeia Mare

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Posted 14 December 2024 - 09:02 AM

SNIPERS ONLY!!!! Seriously anything other than long range ballistics on this map is pointless. Maybe ppc with high velocity. So annoying that there are so many surfaces which visually should allow for landing on with jump jets but which you just slide right off or get stuck behind a tree without JJ recharging

Edited by Ghost of Ligeia Mare, 14 December 2024 - 09:03 AM.


#29 kalashnikity

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Posted 14 December 2024 - 05:18 PM

I like this map a lot, plenty of movement options and adequate cover to move between different covers.


My only complaint is aesthetic, natural stone arches (bridges) are being over used in the last few map changes.

#30 Hammerhai

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Posted 15 December 2024 - 04:13 AM

In Ick factor it ranks between alpine and hellebore, with the bad features of both. I have nothing good to say about the sniper and lurmfest it is. Why does even a light mech get stuck under the bridges??

#31 PCHunter

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Posted 16 December 2024 - 02:19 AM

Absolutely crashed my computer and locked it up. Had to hard reboot to free it up. So can't really give a reaction to its layout and design.

Edited by PCHunter, 16 December 2024 - 02:20 AM.


#32 mytilus edulis

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Posted 16 December 2024 - 02:23 AM

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.


It's the lighting.

Edited by mytilus edulis, 16 December 2024 - 02:24 AM.


#33 PCHunter

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Posted 16 December 2024 - 03:06 PM

Finally was able to play a number of matches on this map - it's getting nearly 100% pick when presented as an option. This is an odd one. I do not like the cave complex that appears only on one side, obviously favoring one team over another if they wish to employ it. The map does not favor assaults with no JJ, and appears to confine them to a central predetermined battlefield where they seem to be easy prey for smaller and faster mechs which encircle them. The site lines favor sniper mechs and those with burst damage. Brawling is not so easy to set up. There are obvious choke points if a team wants to traverse, Rotation, we all hate that, is severely penalized. I'd place this one akin to Hellebore Springs with it's wacky verticality, choked accessibility and long range weapon bias. I'm not rating the textures and appearance because this is obviously a work-in-progress. The map is a novelty but I don't think it will be among the favored maps by the rank and file after the novelty wears off. I also sensed that team imbalances are exaggerated here as opposed to other maps where tactics and strategy can sometimes offset matchmaker flubs.

#34 Kynesis

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Posted 17 December 2024 - 01:16 AM

In follow up to my first impressions, the map has a lot going for it but like everything else, it's almost impossible to do anything because of the near game-breaking domination that snipers bring to bear.

#35 nanashi0110

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Posted 18 December 2024 - 09:32 PM

It is a very good map for LRM and snipers. I dislike.

There are few vertical movement paths, the objects that serve as shields feel few, and the bridges are thin and difficult to move around.

These three points are very frustrating. But I like the scenery and atmosphere.

#36 Bladescorpion

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Posted 14 January 2025 - 10:45 PM

This map is great for snipers and longer range weapons, but it's quite awful for an close or mid range assault or heavy, as it encourages too much chase the squirrel and tail gating / body blocking in most of the areas.

Y'all should really add Quick Play drop decks based on our chosen weight class before adding more maps.

It would be nice to have a choice of my marauder ii or a stalker than an Atlas as those are better setup for it this map.

If it's boosted, ill be happy when it goes norm appearance rates, and is not every 3 or 4 matches.





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