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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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Andur
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Joined: Tue May 05, 2009 7:35 pm
Posts: 5836
Location: Spain
Post Re: Map feedback - Temple Ruins [CTF]
It would look cool on the center or the map, not as scenery on its side.

I still think we need a volcano on the center, with a really narrow stone bridge crossing it.


Tue Jul 31, 2012 2:19 pm
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sadrice


Joined: Tue May 29, 2012 5:44 pm
Posts: 316
Post Re: Map feedback - Temple Ruins [CTF]
Greth wrote:
A lava planet is red and black, not grey and brown. Starcraft's 'ash' planet tileset made the same mistake because black and red are too dominant, but I think it's worth a shot.

http://pubs.usgs.gov/dds/dds-80/album.html

Not necessarily, take these pictures of some old lava from the Klamath area in northern california:
Image
Image

Basalt tends to have a fair bit of iron, so it gets reddish when it weathers. I do agree that more color variation would be nice, though.


Tue Jul 31, 2012 7:08 pm
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mifly


Joined: Thu Apr 19, 2012 8:24 am
Posts: 913
Post Re: Map feedback - Temple Ruins [CTF]
- Terrain looks better. Of course it doesn't mean that now every ground surface on other maps must be shining like a metal. Btw. poor model visibility is a general issue on all maps, we should rather have bright-skins option added than limited colors on maps.

- Generator. Previously generator was too deep, 2 levels below flag stand floor. Now it's somehow too shallow, not protected. Better would be removing the second deeper floor from the old version, it would be simpler gen room, with 2 entrances as before. I liked the temple with a cellar.

- Temple volume is not used, inside it's like a big empty box with high walls from the bottom to the top. There could be one mid floor (or other structure - ring, bridge etc.) with a few ways on the outside of temple.

- Turret near flag stand was useful.

- Ring above flag stand was good, added some protection against spam from distance.

- Broken pillar lying in the ground should stay, it emphasized the "Ruins" part.

- Radar was better in previous position, now the old radar place looks weird without radar.

- The thing with skulls near the end of map is interesting, like a first attempt at making a cave map with tunnels and other structures.


Tue Jul 31, 2012 7:15 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: Map feedback - Temple Ruins [CTF]
sadrice wrote:
Basalt tends to have a fair bit of iron, so it gets reddish when it weathers. I do agree that more color variation would be nice, though.


That's INACTIVE. OLD. Temple is active. Besides, it's science fiction/fantasy. It doesn't have to be boring.

Plenty of other maps have open flag stands vulnerable to mortar and other types of spam. I imagine the ring was removed to facilitate all the high, SLOW incoming capper flights. Congrats on making the game slower, Hi-Rez. :evil:

Whatever. I stopped using the Pathfinder class because of the last patch, so screw it.

Obviously, the most thought and energy was put into redesigning the landscape to slow cappers. Everything done to the castles appears sloppy and wreckless. I'm delighted not to be the only one who noticed.

The size of the castle makes no sense, given that there's nothing inside it. Not that big structures aren't cool, nor do they necessarily have to be full of stuff. There are maps that pull it off just fine (Outskirts). They aren't full of assets, but the large spaces have something in them. Temple had huge empty interior spaces with nothing in them.

Create some connected interior spaces, but don't overdo the connectivity, as you have with the current generator position: it's too open, too vulnerable. And move the generator somewhere else. A generator room with a huge ceiling would be cool, provided the walls aren't too far apart. If you don't have time to do this, put the generator back into the old lava chamber.

Put the side towers back.

Don't leave the inventory stations exposed the way they are now. This isn't a TDM map. The only time exposed inventories work in CTF is when they are a safe distance from base.

Put the sensor back where it was.

Put the vehicle pad where the generator is now. It looks ridiculous where it is now.

Bring the turrets closer to the base and high enough they'll actually do something, or just leave the map out of rotation.

I'd say that if the castles can't be fixed because the suits won't authorize the time, don't return Temple to rotation, because the game is better without the hack we just got.
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Wed Aug 01, 2012 9:02 am
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Grizzam


Joined: Mon Dec 06, 2010 6:05 pm
Posts: 1053
Post Re: Map feedback - Temple Ruins [CTF]
I miss playing Temple Ruins!


I think the only thing this map really needed was to encourage players up on top of the pillars and above the base/flag stand area. Hope we see it back again sometime!
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Sun Aug 05, 2012 11:37 am
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BitRaiser
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Joined: Sat Feb 18, 2012 6:38 pm
Posts: 148
Post Re: Map feedback - Temple Ruins [CTF]
Really should have left the previous version alone and started work on another map.
What they had in the older version was something that the *other* players enjoyed and added some variation in a rather bland line up of same-y maps.

Not every map is going to appeal to everyone... but making maps over and over to appeal to the same group of people isn't going to be a winning strategy.


Sun Aug 05, 2012 11:12 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: Map feedback - Temple Ruins [CTF]
The map has been out of rotation for some time now, and that's a good thing. Personally, I'd rather have the previous fast version than the last slow-everyone-down remake.

If they don't want to fix it up right, I hope it never returns.
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Mon Aug 06, 2012 9:53 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]
It will return, just out of the queue because of the repair station bug.
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Tocs wrote:
Just throwing another punch so the Dev team knows people still hate this map.
This map is a poop.


Mon Aug 06, 2012 10:16 am
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AnUser


Joined: Thu May 24, 2012 6:49 pm
Posts: 22
Post Re: Map feedback - Temple Ruins [CTF]
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?


Mon Aug 06, 2012 10:19 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]
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?
_________________
Tocs wrote:
Just throwing another punch so the Dev team knows people still hate this map.
This map is a poop.


Mon Aug 06, 2012 10:29 am
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