• Hi-Rez Studios
  •  Language
    • English - United StatesEnglish
  • Games
    • SMITE
      • Home
      • Refer A Friend
      • My referrals
      • Gods
      • Items
      • Player Stats
      • Teams
      • Leaderboard
    • Tribes
      • Home
      • Refer A Friend
      • My Referrals
    • Global Agenda
  • Support
  • Store
FAQ • Login • Register

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

All times are UTC - 5 hours [ DST ]


Map feedback - Temple Ruins [CTF]

Moderator: HiRezKP



Post new topic Reply to topic  Page 3 of 70
 [ 692 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 70  Next
Previous topic | Next topic 
 Map feedback - Temple Ruins [CTF] 
Author Message
Aepocalypsa
User avatar


Joined: Mon Jan 16, 2012 11:32 am
Posts: 107
Post Re: Map feedback - Temple Ruins [CTF]
There's a HUGE hole in the map to the side of the slopes going down to the lowest part of the gen room. Can't post a picture, but its really obvious. Jumping in them causes you to fall through the map and eventually die.
_________________
Ceterum censeo Inheritem centum procentum este.


Wed Feb 22, 2012 6:01 pm
Profile
GoFFe


Joined: Fri Dec 16, 2011 7:37 pm
Posts: 215
Post Re: Map feedback - Temple Ruins [CTF]
Maps over scaled and feels extremely floaty

I was going 350 and it felt like I was going 150, with less gravity

This map also shows that we need better and stronger jetpacks >_<


Wed Feb 22, 2012 6:05 pm
Profile
Platinumstorm


Joined: Thu Oct 28, 2010 7:23 pm
Posts: 169
Post Re: Map feedback - Temple Ruins [CTF]
This map is incredible, I actually felt like I was playing Tribes again, and then it went to Drydock and I ended up being really sad.

The bases are awesome, the terrain is awesome, it feels pretty big, it has that aesthetic tribes feel - it's pretty much your best work.

I would recommend seeing if you could make a team limit for turrets on the map, perhaps because that map seems to need more.


Wed Feb 22, 2012 6:11 pm
Profile
Tramadolol


Joined: Sat Feb 04, 2012 9:47 am
Posts: 610
Post Re: Map feedback - Temple Ruins [CTF]
GoFFe wrote:
Maps over scaled and feels extremely floaty

I was going 350 and it felt like I was going 150, with less gravity

This map also shows that we need better and stronger jetpacks >_<

This.
Ok, my 0.02c now:

- I actually think the map is way too big.
- The textures/theme of the map is nice but i've big problems being able to see BE players on that terrain.
- The Flagstand is one bigass turtlezone. 3x MK4 turrets + Dommbringers .. *puke*
- The Genroom is waaaaaay too big. Especially considering what you've done to the Bella genroom.
- The entrances to the genroom are placed quite badly imo.
- the SPAWNPOINTS are in f*cking china yet AGAIN. I don't know how often we've to tell you this: MOVE THE SPAWNZONES CLOSER TO YOUR OWN BASE. It's really not that hard.


Wed Feb 22, 2012 6:25 pm
Profile
phanakapan


Joined: Mon Aug 08, 2011 10:24 am
Posts: 289
Post Re: Map feedback - Temple Ruins [CTF]
I've only been able to play it for about 30 minutes in roaming but these are the glaring things i noticed:

the scale of the map is great. seriously. it is exactly the right size, but it is implemented all wrong. people have been calling for larger scale maps to give people more time to intercept return routes and to space out and scale up the action within the game. This map does neither.

i was able to patch together a route that grabbed at 380 in literally 10 minutes. I'm confident we will see routes in the 450 range within a week. the mile high straight down mountains everywhere are really the worst idea for keeping the game balanced and promoting chasing. with the vertical hills everywhere letting cappers get such speed with ease and the large flat area around the flag stand, chasing is going to be tough or impossible altogether. there is no good place to start chasing routes and once you do you will crater into a lot of jagged hills. large scale is great because it allows more time for intercept, but the terrain itself is much too jagged and the terrain around the flag stand is bad for starting chase routes. i foresee the same boring sniper and shrike heavy defenses being a must on yet another map.

the super high rock formations are going to make snipers pretty much immune to distract except from other snipers.

the spawns are incredibly far away from the stand, gimping defense yet again.

The turrets being raised like they are will make them difficult to kill for HO. This is a persistent issue in all the maps and it would have been nice to see it addressed in this maps design. with the scale and these kinds of annoyances I doubt we will ever see heavies on offense on this map.

I like things about this map, but I already think it will need an overhaul to balance it out. the quickest fixes would be to mellow out the terrain and drop the height of the rock formations. I'm all for high mountains, but they should be used sparingly and purposefully to direct traffic in specific areas of the map. Think of exactly how the two high mountains on kata break the action into 3 specific lanes of traffic through the middle of the map. on the new map there is a high central mountain, but there are also high mountains at random all over the place and a whole lot of jagged verticals that break routes in random places. it just doesn't seem thought out.

Last edited by phanakapan on Wed Feb 22, 2012 6:30 pm, edited 1 time in total.

Wed Feb 22, 2012 6:27 pm
Profile
Wombo194
User avatar


Joined: Sun Nov 27, 2011 2:31 pm
Posts: 81
Post Re: Map feedback - Temple Ruins [CTF]
Very fun map, however:

The size of this map puts more emphasis on stronger jetting and higher energy regeneration. Make it happen.

The flag stand seems a bit too compressed, but I'm probably just not used to it.

Visually its very bland and boring.
_________________
Image


Wed Feb 22, 2012 6:28 pm
Profile
bloodyritual
User avatar


Joined: Thu Dec 01, 2011 3:47 pm
Posts: 363
Post Re: Map feedback - Temple Ruins [CTF]
I love the size of this map, but I feel like the bases could be farther apart. You can bomb through the flag, nitron jump, soar over the big volcano in the middle, and cap and there's no way in hell anything short of a sniper would stop you. I honestly don't even think shrikes could do anything about it.
_________________
Image


Wed Feb 22, 2012 7:01 pm
Profile
camel-toad


Joined: Wed Oct 12, 2011 5:11 pm
Posts: 119
Post Re: Map feedback - Temple Ruins [CTF]
This map renders heavy offense nearly useless. It illustrates even more than previous maps how gimped the mirv/mortar range is and with the turrets being posted so high up it makes using a mortar absolutely pointless.

The interior gen room is a hopeless combat situation for anyone using a mortar or mirv and the lack of conduits make it a total death trap for heavies that enter.

Overall I like the look of the map but gameplay wise I think the creator completely neglected all consideration of heavies.


Wed Feb 22, 2012 7:04 pm
Profile
GTWgOOse
User avatar


Joined: Thu Oct 28, 2010 2:46 am
Posts: 239
Post Re: Map feedback - Temple Ruins [CTF]
The size is good.

Just big enough to nudge nrg/projectile/player speed up just a bit without ruining the small maps.

HAVOK!!!!

A while back I was saying: The gameplay needs to evolve hand in hand with the terrain/maps. That is why it is so great to see HR stretching the legs of TA a bit.
Good job.


Wed Feb 22, 2012 7:07 pm
Profile
BiscuitHammer


Joined: Sun May 02, 2010 1:24 pm
Posts: 355
Post Re: Map feedback - Temple Ruins [CTF]
Several of the repair guns are bugged and don't seem to work. I can go take a screenshot if needed.


Wed Feb 22, 2012 7:09 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  Page 3 of 70
 [ 692 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 70  Next

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

All times are UTC - 5 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Phpbb Style Designed and Copyrighted by Vjacheslav Trushkin for Free Forums/DivisionCore.
Terms of Service and Privacy Policy

All content © Hi-Rez Studios.