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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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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]
Armoredphoenix wrote:
Is the gravity the same on this map? It feels floaty in training mode, anyone else think so?


I honestly think it's just the amount of speed you can actually gain on this map. Also, the hills feel more 'rolling'.
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Wed Feb 22, 2012 4:12 pm
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mystran


Joined: Sat Jan 30, 2010 3:56 pm
Posts: 28
Post Re: Map feedback - Temple Ruins [CTF]
XTAC wrote:
Armoredphoenix wrote:
Is the gravity the same on this map? It feels floaty in training mode, anyone else think so?


I honestly think it's just the amount of speed you can actually gain on this map. Also, the hills feel more 'rolling'.


Yeah, it's just the speed. It happens (and should happen) in any game with constant gravity.

The thing that the speed of this map highlights though is how lack of proper projectile inheritance just starts to become a problem when you're chasing someone at 250, matching their speed, not even far away, and yet as you shoot a disc (or nade or whatever) the disc can barely keep up with your own speed and has next to no chance of hitting the enemy (at least unless you get directly in front of him, which isn't exactly very easy if a flag carrier knows what they are doing).

In other words: nice map, but with the current lack of full velocity inheritance on every single projectile, the movement is just too fast (in terms of velocity; in terms of huge boring hills I'd say it feels the slowest in the game, unless you're going like 3 times as fast).


Wed Feb 22, 2012 4:36 pm
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haque


Joined: Sat Nov 12, 2011 1:53 am
Posts: 383
Post Re: Map feedback - Temple Ruins [CTF]
I fricking LOVE this map so far!

We need more wide-open, massive distance-betwixt-base-type maps like this! Turrets are a little much, but the fact that you can hit the flag doing 225 ez means its not as much of an issue as it could be.
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Wed Feb 22, 2012 4:37 pm
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Shadowfist


Joined: Thu Jun 09, 2011 5:34 pm
Posts: 9
Post Re: Map feedback - Temple Ruins [CTF]
HiRezKP wrote:
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.


I fricking love you guys.


Wed Feb 22, 2012 5:27 pm
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Barook


Joined: Sat Dec 10, 2011 8:44 pm
Posts: 7
Post Re: Map feedback - Temple Ruins [CTF]
Map is pretty cool, although it feels a bit empty with 16 players max per team.

I also don't really like the sensor position.


Wed Feb 22, 2012 5:34 pm
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MarcDaKind
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Joined: Fri Dec 09, 2011 9:08 am
Posts: 390
Location: Skiing on the mountains of Norway!
Steam Gamer Name: MarcDaKind
Post Re: Map feedback - Temple Ruins [CTF]
Good job Hi-Rez, this map is f*** amazing.

I love the "lion king" kliffs on each side, and the "arena type" generator room. Not to mention that it is huge, with great big curves to ski on. Keep up the good work, and thanks for listening to our feedback on bigger maps!
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Wed Feb 22, 2012 5:36 pm
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Shadowfist


Joined: Thu Jun 09, 2011 5:34 pm
Posts: 9
Post Re: Map feedback - Temple Ruins [CTF]
Barook wrote:
Map is pretty cool, although it feels a bit empty with 16 players max per team.


Oh yea, I've been meaning to ask, does anyone know if they're going to allow more than 16?


Wed Feb 22, 2012 5:38 pm
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MarcDaKind
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Joined: Fri Dec 09, 2011 9:08 am
Posts: 390
Location: Skiing on the mountains of Norway!
Steam Gamer Name: MarcDaKind
Post Re: Map feedback - Temple Ruins [CTF]
Shadowfist wrote:
Barook wrote:
Map is pretty cool, although it feels a bit empty with 16 players max per team.


Oh yea, I've been meaning to ask, does anyone know if they're going to allow more than 16?

I think there is some restrictions with server/ game engine. Not completly sure though.
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Wed Feb 22, 2012 5:44 pm
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sfxer
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Joined: Thu Dec 01, 2011 7:38 pm
Posts: 1328
Post Re: Map feedback - Temple Ruins [CTF]
Map seems great so far, but really illustrates the need for better disc jumping. Having a hard time chasing fast cappers from the flag stand since the terrain around the base is pretty fast and the mid-field is so high up around the volcanoes. Reminds me of drydock and the uphill route.
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Wed Feb 22, 2012 5:53 pm
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JackDandy


Joined: Fri Dec 02, 2011 7:32 am
Posts: 30
Post Re: Map feedback - Temple Ruins [CTF]
This new map is amazing. Great art direction, huge scale, tons of opportunities to go fast.

It's everything I could ask for in a map- I'm just hoping they keep it up for the next maps.


Wed Feb 22, 2012 5:53 pm
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