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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 - Sunstar [CTF]

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 Map Feedback - Sunstar [CTF] 
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soh-cah-toa


Joined: Tue Feb 14, 2012 2:14 am
Posts: 18
Post Re: Map Feedback - Sunstar [CTF]
jaffrey wrote:
Connect all the shaft tipi shaped structures together with underground tunnels with multiple routes, including direct underground routes from base to base (1 main underground entrance, 1 above ground entrance, possibly another entrance based on gen status up/down)


Underground tunnels connecting the towers...why didn't I think of that!? I love that idea!. It's brilliant! I wonder if it would be a good or bad idea to include the base towers though. Perhaps it would be better if the tunnels weren't directly connected to each other in a straight line and instead form a maze. The other towers could connect in a separate maze while the base towers would have a separate maze with entrances spread throughout the map.

jaffrey wrote:
Generator up/down status can unlock an additional paths with doors or force fields


Even better! Perhaps having the generator down would connect the two underground mazes since the force fields that separate them would be down. I think the underground tunnels idea could really turn this map around.

jaffrey wrote:
More hills and larger hills


I agree that there's not much variety in the size of the hills. They are all pretty small for the most part. Katabatic on the other hand has a great mix of large and small slopes that let you gain incredible speed and control your direction a little more.

jaffrey wrote:
Put the flag indoors, I think we have enough outdoor flag stands and we have yet to see how this type of change plays out in Ascend


Agreed. Indoor flag stands would definitely provide different route styles for cappers. It would also introduce new defensive and offensive strategies. I would be very interested to see how this design would play out.

If I remember correctly, the force fields surrounding the flag stand on Bella Omega alternated sides periodically. I liked that idea; I wonder why this didn't make it into this obvious Bella Omega spinoff. I thought it provided an interesting challenge for capping. It forced you to correctly time your caps and determined what routes you could use at certain times.

I'm not sure how I feel about the midfield deathmatch-like tower. Obviously, it's meant to combine the gameplay strategies of TDM and CTF but I'm not sure if this is a good idea. Should these be mixed? I haven't put much thought into it but it's definitely something to consider.

As far as aesthetics go, it's kind of bland. The colors are pale and stagnant because of the brightness effect. It just seems like it's nothing but tan hills. I realize that not every map is meant to be bursting with color like Crossfire though. It could use a little contrast though, that's all.

Overall, my feelings regarding Sunstar are a bit mixed. On one hand, I'm thrilled to finally have some new maps. On the other hand, it's just not that exciting. There's nothing memorable about it; it's easily forgettable. I just don't feel like it invites any new strategy distinct from the other maps. However, it does have the potential to become a decent map.


Tue Mar 20, 2012 5:43 pm
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Axarion


Joined: Wed Nov 09, 2011 1:39 pm
Posts: 26
Post Re: Map Feedback - Sunstar [CTF]
That map is so horrible. Seriously. Sentinels everywhere, no hills to gain speed.... I am really loosing my faith in Hi-Rez. First no nerfs on any of the unlocks, but guess what a non unlock gets nerfed (I bet that the Nitrons & Bolt Launcher would have been 780 gold unlocks if the prizes were to be set now) and then another crappy map gets added. /endrant.

Also when will you remove those death traps in the gen rooms? No I don't mean the pit. Those stupid ceilings remove any air mobility in the gen rooms and are a certain death if you get smashed against them.

Also TCN shouldn't be able to place their turrets on the force filed borders at the flagstand.


Tue Mar 20, 2012 5:52 pm
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VforV3nd3tta


Joined: Tue Feb 14, 2012 9:30 pm
Posts: 61
Post Re: Map Feedback - Sunstar [CTF]
I ran into a serious bug with the BE flag stand. During the match the BE flag was returned. But then it was glitched. It was impossible to pick it up and it was also impossible for BE to score. The match was stalled 4:3 until time out.

The flag symbol showed that the flag was falling down into the ground. But about every second that symbol got reset to the right height, just to start falling again.

Here is a pic of the flag being underground, although it should be at the stand.

Image


Tue Mar 20, 2012 6:13 pm
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FelixTG
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Joined: Mon Mar 01, 2010 1:11 am
Posts: 2245
Post Re: Map Feedback - Sunstar [CTF]
wooser wrote:
The forcefields on the flag feel pointless and I think having them make a ceiling to protect from mortars and block the route from the back tower through the suggested new doorway would make them much more useful.

Image


I'm thinking a physical arch on both ends would provide a nice obstacle for the unwary grabber. Fill it in with fields when the gen is up.

Image
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Tue Mar 20, 2012 6:29 pm
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
Posts: 1859
Post Re: Map Feedback - Sunstar [CTF]
FelixTG wrote:
wooser wrote:
The forcefields on the flag feel pointless and I think having them make a ceiling to protect from mortars and block the route from the back tower through the suggested new doorway would make them much more useful.

Image


I'm thinking a physical arch on both ends would provide a nice obstacle for the unwary grabber. Fill it in with fields when the gen is up.

Image

That picture gives me a happy in my joy bone.
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Tue Mar 20, 2012 6:41 pm
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EvanVolm
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Joined: Sun Jul 19, 2009 12:57 am
Posts: 489
Steam Gamer Name: Fixious
Post Re: Map Feedback - Sunstar [CTF]
Image

Sunstar seems like a first attempt at making a Tribes map without knowing how important hills are. Especially with the new Nitron fix(which I actually like), flag caps are very slow and predictable. It's considerably flatter than Bella Omega, which this is an obvious revamped version of. You guys were on a roll with Arx and Temple. Surprised to see a flat map like this.

I didn't like Drydock at first but it eventually grew on me, so maybe that same will happen with Sunstar. But it reminds me too much of Bella, sans hills. That's not a good thing.
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Tue Mar 20, 2012 6:43 pm
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Tramadolol


Joined: Sat Feb 04, 2012 9:47 am
Posts: 610
Post Re: Map Feedback - Sunstar [CTF]
Another bug:
Maybe it's just me but i can't seem to place turrets inside the base.. near the generator that is. Just outside works fine.


Tue Mar 20, 2012 6:51 pm
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Dkaris


Joined: Mon Aug 24, 2009 11:33 pm
Posts: 87
Post Re: Map Feedback - Sunstar [CTF]
Another low, open, exposed flag stand. Why???

Tribes : Ascend not Tribes : Cluster-f***.


Tue Mar 20, 2012 6:54 pm
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Skoffin
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Joined: Wed Feb 15, 2012 10:54 pm
Posts: 445
Post Re: Map Feedback - Sunstar [CTF]
DarkWeeble wrote:
Haven't played it yet but I'd just like to put out there that Sunstar is kind of a crap name. Suns are stars, by definition. This is like "Umbrashadow" or "Snowice". New name, please!


No no no.

The sun is a star by definition. That is our terrestrial name for our star. Just as we call our planet Earth. Other planets are not earths.
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"Juggernauts excel at long range bombardment...and devastate with their mortars"? Funny, last I checked nearly every weapon in the game out ranges the mortar. Increase the muzzle velocity on mortars already. Pretty please?


Tue Mar 20, 2012 7:59 pm
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Argaont
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Joined: Tue Feb 28, 2012 10:21 am
Posts: 709
Post Re: Map Feedback - Sunstar [CTF]
Ridiculous holywar, btw how about Sun's Tar more sense? )
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Tue Mar 20, 2012 8:20 pm
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