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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map feedback - Temple Ruins [CTF]

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 Map feedback - Temple Ruins [CTF] 
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faramir
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Joined: Sat Oct 29, 2011 2:25 pm
Posts: 533
Location: Marseille, France
Post Map feedback - Temple Ruins [CTF]
Since Wobberjockey is either dancing or sleeping... I get to start the map feedback topic. :)

Map introduced with the Tribes Beta Version 0.1.789.1 Patch.

Image

Quote:
When you find a terrain glitch press [ to bring up the quick console and type 'bugit'. Looking at the input.ini file, bugit also appears to be bound to F12 by default.
bugit will generate a creenshot and a text log that the dev team can use to find the exact spot on the map that was the problem. Posting this info in the map section is FAR more helpful than "X is buggy as s***, hirez, you f*** suck at making maps"

The bugit logs are located in *\Documents\My Games\Tribes Ascend\TribesGame\ScreenShots\<MapName> You'll need to use something to downsize the file in order to upload it to the forum (mine are ~6meg each. stupid .bmp's) I use Irfanview (free) and the "save for web" option to get them down to around 250k.

When posting this information, it helps to use the following format:
-----------------------------------------------------------------------------------------
<brief description of what you were doing/where you were going>
<text dump of the log file (using quote or code tags helps)>
Code:
[1051.03] Log: Log file open, 11/10/11 12:53:41
[1051.03] Log: Dumping BugIt data chart at 2011.11.10-12.53.41 using build 7748 built from changelist 742347
[1051.03] Log: MapName: TrCTF-Drydock
[1051.03] Log: Description:
[1051.03] Log: BugItGo 30345.4434 -23603.0293 6076.5356 -8846 3403 0
[1051.03] Log: ?BugLoc=30345.44,-23603.03,6076.54?BugRot=-8846,3403,0
[1051.03] Log: ---=== GameSpecificData ===---
[1051.03] Log: Log file closed, 11/10/11 12:53:41

<attached or uploaded screenshot>
Attachment:
TrCTF-Drydock-PC-10-12.53.410.jpg

-----------------------------------------------------------------------------------------
_________________
Fabrice Roux a Tribes 1/2 veteran from southern France
Faramir[TOP] turret farmer in T1 Renegades/Shifter/Base - T2 Base/Classic
Maker of the Faramir Tribes 2 script pack (50 of the best Tribes 2 scripts)
I gave up on Tribes Ascend on 2012/09/04.


Wed Feb 22, 2012 11:47 am
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faramir
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Joined: Sat Oct 29, 2011 2:25 pm
Posts: 533
Location: Marseille, France
Post Re: Map feedback - Temple Ruins [CTF]
From the official announcement screenshot... I see no external flag stand... and preemptively I shout: "Woohoo!!!".

Indoor flag --> compulsory teamwork --> slower pace.

ps: wait a few hours before telling me that the flagstand is in the back yard of the temple of fire worshipers.
_________________
Fabrice Roux a Tribes 1/2 veteran from southern France
Faramir[TOP] turret farmer in T1 Renegades/Shifter/Base - T2 Base/Classic
Maker of the Faramir Tribes 2 script pack (50 of the best Tribes 2 scripts)
I gave up on Tribes Ascend on 2012/09/04.


Wed Feb 22, 2012 11:53 am
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MachDelta
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Joined: Tue Nov 22, 2011 11:21 pm
Posts: 112
Post Re: Map feedback - Temple Ruins [CTF]
I like the secret party room.


;)


Wed Feb 22, 2012 3:13 pm
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vifoxe


Joined: Mon Oct 25, 2010 9:57 pm
Posts: 554
Post Re: Map feedback - Temple Ruins [CTF]
base asset locations are pretty bad.

* Inventory stations out in the open like that are just going to get disc sniped from across the map. Please, remember, we're getting server flags.
* Three turrets over the flagstand? Seriously? That's just ... bad. There's really nothing nice I can say about this one. I would remove one of the guns and put one on either side of the base overlooking the side entrances.
* The sensor is really high up there, getting from the ground floor up to the top to repair this thing takes too much effort.

* Base layout is pretty solid. I like how the base is a large gen room with two side entrances. Keeping it simple works well for the size of the map.
* I would duplicate that half tall wall on the side of the base with the tube entrance, move the duplicate somewhere nearby, and put the inventory stations inside that. The T:V BEML-4 map bloodveldt did this pretty well.
* Spawn location is pretty good. I like being up on top of the hill when I spawn and being able to get an overview of my base before I start moving.

* I'd like to see the bases rotated slightly so a direct front route would face the giant volcano in the middle.


Wed Feb 22, 2012 3:37 pm
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gothaggis

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Alpha Tester

Joined: Mon Jan 19, 2009 8:09 am
Posts: 535
Location: Baltimore, MD
Steam Gamer Name: Got Haggis?
Post Re: Map feedback - Temple Ruins [CTF]
i'm OCD about the flag placement on the flag stand....WHY ISNT IT IN THE CENTER

(i know why, to prevent fast back caps I'm sure....still....it drives me cra cra)
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Image


Wed Feb 22, 2012 3:39 pm
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XTAC
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Joined: Sat Jun 25, 2011 4:56 pm
Posts: 192
Steam Gamer Name: Mercules
Post Re: Map feedback - Temple Ruins [CTF]
Big map? More 'indoorsy' flag stand? Sanic the hedgehag 180º turn ramp by flagstand? VGCA. I lub you Hi Rez, thank you! <3

Now just polish it up a bit!

The turrets at the bases should be put along the outside perimeter of the base area (as to be more effective), instead of all stacked on top of each other on that middle circle platform. Can't think of a time when I've actually been hit by them since the map was released.

The 180º invert ramps on both bases are 70% working. Sometimes you get jammed up on them when skiing quickly, or jetpacking (or any combination thereof). Also, if you want to have a 180º ramp, try to keep the clutter around the outside of it to a minimum. The floor that you pass through as you hit the middle of the invert ramp snags you from time to time, stopping momentum completely. I propose either widening the path, or the hole in the floor above.

As far as the angle of the bases; I'm mixed about it. The angle helps prevent EZ-capping straight up the middle and over the volcano, but also blocks some more skillful routes along the middle left\right. Not sure where to go with that one.

The sensors on the bases are way too easy to just snipe from a distance, without penalty. it isn't easy for a technician (or any class for that matter) to get to the top of the building to repair it. Even then, someone will just snipe it from a distance all over again to repeat the cycle. propose putting the sensor maybe someplace where the three turrets currently are.

The inventory stations are out in the open. No good, considering future updates saying inv stations will be destructible. Not only that, but who wants to be sniped while loading up?


@ Hi-Rez: On this map, with high achievable speeds, it is VERY hard to chase speedy cappers. The map size further emphasized this. A great many players, including myself suggest that fixing\buffing DJ'ing (explosive jumping) will help with chasing mechanics greatly in these scenarios.
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Bring back gen shields! Bring back repairing self\others! 100% inheritance! Fix DJ'ing!

Inheritance: Image

Last edited by XTAC on Thu Feb 23, 2012 7:43 pm, edited 5 times in total.

Wed Feb 22, 2012 3:40 pm
Profile
qayqay


Joined: Fri Aug 12, 2011 11:04 am
Posts: 10
Post Re: Map feedback - Temple Ruins [CTF]
well my 5 cents here:
* terrain is... not good. There are way to many deep hole in it.
* INV can't be walked in as heavy, you need to jump in.
* The middle volcano separates the map too much, especially since good
skiing paths seem to be only on the left side if the volcano
* I realized it is a volcano, but seriously this map looks worse the some T1 maps.
Only terrain (with bad texture) and mysteriously 2 buildings there. Who put it there?
Why didn't he made... a street, planted a tree... just something, these buildings looking plain
lost, didn't mother nature try to get it back!
* I know some maps are too small but in pup, it felt the first time like there were no-one on the
map and since 1/2 of the team tried to cap and the other half was in the gen room the map was...
empty- call it bad public playing but I doubt may will like it in pup.


Wed Feb 22, 2012 3:50 pm
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HiRezKP

Hi-Rez Team Member
Hi-Rez Team Member

Joined: Sun Jun 07, 2009 12:32 am
Posts: 139
Post Re: Map feedback - Temple Ruins [CTF]
gothaggis wrote:
i'm OCD about the flag placement on the flag stand....WHY ISNT IT IN THE CENTER

(i know why, to prevent fast back caps I'm sure....still....it drives me cra cra)


Actually it's there to encourage back caps. You have to approach it at an angle, which you wouldn't be able to do if it were centered.
_________________
Tocs wrote:
Just throwing another punch so the Dev team knows people still hate this map.
This map is a poop.


Wed Feb 22, 2012 4:02 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
Posts: 844
Location: Kansas
Steam Gamer Name: Armoredphoenix
Post Re: Map feedback - Temple Ruins [CTF]
faramir wrote:
Since Wobberjockey is either dancing or sleeping... I get to start the map feedback topic. :)


He was lost in arena.
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Armoredphoenix http://www.generhaters.com
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Wed Feb 22, 2012 4:05 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
Posts: 844
Location: Kansas
Steam Gamer Name: Armoredphoenix
Post Re: Map feedback - Temple Ruins [CTF]
Is the gravity the same on this map? It feels floaty in training mode, anyone else think so?
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Armoredphoenix http://www.generhaters.com
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Wed Feb 22, 2012 4:10 pm
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