Good Job With Tourmaline Desert
#1
Posted 20 March 2013 - 10:45 AM
Good job guys, keep up the good work.
#2
Posted 20 March 2013 - 10:47 AM
#3
Posted 20 March 2013 - 10:48 AM
#4
Posted 20 March 2013 - 10:50 AM
its huge, but has lots of cover, and sight lines that allow for all ranges of combat, and allow lights to bob and weave through that cover making them hard to take on.
Its not like the city maps where you know that light is popping out of the other side of the building. Here when it goes below that ridge, he can go multiple directions and you dont know which or where he will pop back up.
I would like to see more like this.
#5
Posted 20 March 2013 - 10:50 AM
#6
Posted 20 March 2013 - 10:51 AM
Ground is low-res like Alpine, but the issue is small. I do wish there was some visual effect that gave me the impression that it's hot (the yellowish tint to Caustic and the smoke everywhere does it there)... heatwaves or something like that would be cool, though I don't know how hard that would be / how much of a performance impact it would cause.
#7
Posted 20 March 2013 - 10:54 AM
#8
Posted 20 March 2013 - 10:55 AM
#9
Posted 20 March 2013 - 10:55 AM
It actually allows for the chance of some creative drawn-out engagements too (and I don't just mean having to chase down some errant Raven at the end of a match) - it's not like the smaller levels where you're basically committed to a life-or-death engagement the second you bump into someone.
#10
Posted 20 March 2013 - 10:55 AM
Now we need better game modes!
#11
Posted 20 March 2013 - 10:56 AM
#12
Posted 20 March 2013 - 10:56 AM
DoktorVivi, on 20 March 2013 - 10:51 AM, said:
#13
Posted 20 March 2013 - 10:57 AM
#14
Posted 20 March 2013 - 11:05 AM
Vassago Rain, on 20 March 2013 - 10:57 AM, said:
Stargate Command will need to confiscate that aeriel photo as the Stargate is ultra top secret.
The map is bland, but it's another map so I'm not complaining. They need to release a new map every patch while working on a more detailed map to release once a month or so. Still only 6 maps so lots of work still needed, but new map is a welcome sight...
#15
Posted 20 March 2013 - 11:12 AM
1) Too big for the game modes. Needs more resource points or capture points. Having the cap points somewhat out in the open helps (don't need to get all the way there to start "convincing: the cappers to leave), but what can seem like a good battle can quickly turn into a waste of everyone's time when the last light sees the writing on the wall and runs off into oblivion.
2) The slanted crystals are slanted! What I mean by this: take a look at Vassago's picture above. He has walked up (no need for JJ) one of the crystal structures. These are decent sniping or observation points and offer cover if you back up. However, they can obviously be used for cover in only one direction. The area in the screen shot is the point of inflection. All the crystals behind him point that direction, but all the crystals in front of him point back the other way (as can be seen). The problem is that this area is NOT in the middle of the map, but at about the 1/3 point, closer to the G3 base than the B8 base, lending a significant advantage to the B8 starting area.
Overhead map for reference, inflection point at F5:
http://mwo.smurfy-ne...esert&m=assault
3) The crystal textures are flat, flat, flat. Very obvious when using 3D Vision, but even my normal 2D monitor teammates commented on it.
#16
Posted 20 March 2013 - 11:19 AM
In addition to mech graveyards,t here are also some rock formations that look like tombstones.
I would not recommend visiting Tourmaline desert alone. *shudder*
#17
Posted 20 March 2013 - 11:20 AM
OUCH! Crystaline impalement.
Or down the road when Solaris-style melee in incorporated? Did you notice all of the broken scattered mech arms and legs all over the place that could be picked up and used as clubs for melee weapons?
Or future weather conditions? How about raging duststorms with zero visability?
This map has fantastic potential.
FABULOUS!!!
Edited by Tice Daurus, 20 March 2013 - 11:21 AM.
#18
Posted 20 March 2013 - 11:42 AM
#20
Posted 20 March 2013 - 11:45 AM
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