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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]

Moderator: HiRezKP



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 Map feedback - Temple Ruins [CTF] 
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AnUser


Joined: Thu May 24, 2012 6:49 pm
Posts: 22
Post Re: Map feedback - Temple Ruins [CTF]
HiRezKP wrote:
AnUser wrote:
HiRezKP wrote:
It will return, just out of the queue because of the repair station bug.


Why does stonehenge keep coming in and out of the rotation?


In what way?


Sometimes I will see it when I play then sometimes I will go a full rotation without seeing it, I know for certain it's been missed because I go *SSSIIIIGGGHHHH* everytime I see raindance again without seeing stonehenge. It's been doing this since it was released on public servers, I have seen it 3 times so far and I play on average 2-3 hours a day. This is on oceanic servers.


Mon Aug 06, 2012 10:41 am
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HiRezKP

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Joined: Sun Jun 07, 2009 12:32 am
Posts: 139
Post Re: Map feedback - Temple Ruins [CTF]
Okay I'll check into that. Thanks!
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Mon Aug 06, 2012 10:56 am
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Gierling
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Joined: Fri Feb 25, 2011 1:56 am
Posts: 1463
Post Re: Map feedback - Temple Ruins [CTF]
HiRezKP wrote:
Okay I'll check into that. Thanks!


I had noticed that different "Servers" had different rotations.

I was ok with it, because some variety in the rotation is good.


Mon Aug 06, 2012 12:16 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
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Post Re: Map feedback - Temple Ruins [CTF]
HiRezKP wrote:
It will return, just out of the queue because of the repair station bug.


When it does, I just hope you guys made some changes to the bases (discussed at length, above). I'm all for giving the new landscape a chance, but it only took a few moments to realize the bases themselves are worse off than before. It's like the buff to disc impulse with the nerf to Nitrons; one doesn't balance out the other. Improvements to the landscape won't amount to a hill of beans if the bases were ruined.

And, like the guys said, Stonehenge hasn't been in the rotation for a week or so.
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Mon Aug 06, 2012 5:26 pm
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Aptiva


Joined: Thu Mar 17, 2011 1:45 am
Posts: 60
Post Re: Map feedback - Temple Ruins [CTF]
viewtopic.php?f=314&t=84988

(Possible to deploy forcefield on flag)


Tue Aug 07, 2012 8:53 pm
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Aptiva


Joined: Thu Mar 17, 2011 1:45 am
Posts: 60
Post Re: Map feedback - Temple Ruins [CTF]
Additionally, some more feedback:

I love the changes to the terrain along the sides of the map, as well as the new elevation level of the base (more maps need this!). However, I'm very much not a fan of the direct line-of-sight between the two bases. I also think the front-to-front route up the middle is now far too easy to pull off. The pace of the map has quickened significantly, and it is now much more like Crossfire (of which I'm not a huge fan, personally). The initial character of Temple Ruins was that of a slower map; it would be nice to keep it a bit closer to that original state.

The new spawn points are wonderful. I haven't had a chance to really try the new generator room in a proper server, but it looks fun. The big open ceiling is a nice change from some of the other maps. Also definitely enamored with the small but key detail of the doors leading from the generator room towards the flag. These are a great addition; it makes moving around between key points in the base much less of a chore.

I think the upper bridge above the flag could stand to have the leaning pillar returned. It acted as a ramp and made the upper bridge accessible to all classes. Now it's much more difficult to get up there. This is the opposite of the doors in the generator room: easy access to a key area (the sensor) has been removed. Not so good.

Finally, I think the front turret could stand to be elevated slightly. Currently it has a bit of a blind spot, and it doesn't feel like it covers a large enough section of terrain in front of the base. Raising it would give it a bit more coverage over the area.

The red area denotes the blind spot of the turret. It might be improved by extending the coverage slightly into the areas marked with the blue arrow:
Image

Image

Image


Nice revision KP!


Tue Aug 07, 2012 9:15 pm
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Aptiva


Joined: Thu Mar 17, 2011 1:45 am
Posts: 60
Post Re: Map feedback - Temple Ruins [CTF]
Whoops, one more thing:

There is a collision error in the back two corners of the base. The trim along the arch is not solid, and can be passed through by the player (there's actually a ledge beneath it).

Image

Image

Should I be posting this in bug reports?


Tue Aug 07, 2012 9:17 pm
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pala


Joined: Tue Jun 28, 2011 7:40 am
Posts: 907
Post Re: Map feedback - Temple Ruins [CTF]
I kinda like the new changes. Direct abroach for the flags works.

What it needs:

- Dangerous Crossing like FOG
- Modifield generator space. It looks like it was build in huge hurry

Move vehicle pad to that main hangar where generator is now and add corridors for underground cave for generator room.

Its a ruin but scifi ruin

Image

Image
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Thu Aug 09, 2012 7:19 am
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Pawndemonium


Joined: Wed Sep 14, 2011 1:00 pm
Posts: 659
Location: at home
Post Re: Map feedback - Temple Ruins [CTF]
I still miss lava pools! :[
Having the main route cluttered with that overpowered liquid of awesome would discourage people from taking a walk there, just because it sucks to melt into a pool of organic crap.

Other than that I just have to fully agree with pala, fog is totally required (+dust particles yo, to also make those people cry who don't have performance issues already), and the gen room needs to be... created, as it's a terrible choice to move stuff like that into hazardous conditions like that.

Imagine that earlier empty room, which needs to be decorated with temple stuff (with torches, and a lava pool, phoenix guys totally would do that, with a statue which pours out that hot stuff), have a layer below it, which houses the generator (as it's totally reasonable to have a generator below a lava pool), and make two wide staircases lead into it (temple like arcing stuff).
The layer which houses a generator actually should be a pit which houses... lava aswell, that stuff should pour down from that pool occasionaly.
Have a catwalk lead to a socket where the generator is stationed (lava pool protected, bloody brilliant).
When thinking about that I should have posted that months ago, but man, that would look awesome.
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Sat Aug 11, 2012 12:03 pm
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mifly


Joined: Thu Apr 19, 2012 8:24 am
Posts: 917
Post Re: Map feedback - Temple Ruins [CTF]
Also the temple/castle shouldn't have any paper-thin walls. If they are to last centuries, they must be thick, massive.
But maybe the feedback is unnecessary, as the map is out "just because of the repair station bug", it will most probably be back without any other changes.


Sat Aug 11, 2012 2:10 pm
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