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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Shion Typhon
Intara Direct Action Caldari State
290
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Posted - 2013.10.05 06:48:00 -
[1] - Quote
1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think it is partly due to the interconnectedness of the levels, Unlike the other maps where roofs and ground levels are disconnected and roofs just become cheesy sniper/uplink nests, this is actually full of connections, much better.
2) ??
3) The area around B is OK but the rest is terrible. Just too long and open and if you go off an edge you spend half the match running around trying to get back up or re-engage. This isn't just around the A bridge, its also around the two pyramid buildings on either side of B.
Maps need a mix of longer distances for vehicles and clustering for infantry but this one just has zero clustering. E & C need to be closer to B and A needs to be closer to D.
Only thing this map has going for it is that its not a bowl for redliners.
4) Haven't played
5) Played for like 2 mins (thanks matchmaker) so can't comment. |
Shion Typhon
Intara Direct Action Caldari State
295
|
Posted - 2013.10.09 09:48:00 -
[2] - Quote
CCP LogicLoop wrote:knight of 6 wrote:CCP LogicLoop wrote:Shion Typhon wrote:1) The new Research Outpost is much better than the usual maps. It just feels like an old school Unreal map. I can't really specify why, I need to play on it more but I think it is partly due to the interconnectedness of the levels, Unlike the other maps where roofs and ground levels are disconnected and roofs just become cheesy sniper/uplink nests, this is actually full of connections, much better.
I suspect some of my old Quake death-match roots seeped into the design. then you need to let more of your quake deathmatch roots into all the designs. my favorite outpost by far. I love the verticality. Keep your eyes peeled for the Caldari Production Facility and the Minmatar Cargo Hub.
As one guy said, maps need to move away from reliance on ladders and move to interior ramps, staircases and stairwells (although given the buggy grabby nature of Dust staircases, maybe ramps are better. I just wish you guys could fix this grabbing mesh problem, it really ruins even the good bits in maps.
If you have a roof, there should be a ramp up to the top, forces campers to defend their position. |
Shion Typhon
Intara Direct Action Caldari State
305
|
Posted - 2013.10.16 10:12:00 -
[3] - Quote
Had a chance to play on Fracture Road a couple of times now.
On the face of it when you first examine it as an FPS map it shouldn't work, it seems too long and too exposed.
However, through some miracle it actually does work against all odds.
My theory on why it works is twofold. The terrain does two things, it curves in the long distances and undulates in the medium distances. What this does is break up the map into smaller chunks which you don't consciously recognise.
This design has a few advantages, the horizontal curves (basically the road path) prevent extreme long range fire, this protects vehicles from AV and infantry from vehicles and it does it without the bad effects of the bowl-maps littered with obstacles. A flat snake map works better.
Then, the vertical undulations (the actual terrain itself) do the same thing to infantry at medium range. You can still move freely but the undulations are just high enough to block sight and fire until you close in. The entire distance between each major piece of building cover is broken up by light curves and light changes in altitude. Once again, the frustrations of the bowl + canyon maps are removed but cover is maintained.
Additionally, these curves and undulations occur at correctly spaced intervals. If they were too far apart they would have no effect, too close together and it would start to cramp vehicles and create too much cover for infantry.
The other advantage this map has is that creates cover WITHOUT making excessive use of impassable terrain (cliffs, building walls, random rock outcrops, etc. You can move pretty freely at all times yet maneuver at all times without being channeled into some annoying cul-de-sac.
I also think it is vital that this map not have flat topped sniper towers, it would be destroyed if it did. The irregular pointy towers forces snipers to fight at ground level which is required by this map. A sniper can fire across multiple undulations without being given 100% dominance.
Anyway, just theory on my few games on this map. |
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