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Your opinion on different maps?
#1
Posted November 24 2012 - 01:37 PM
My first impressions:
Bazaar is a nice map to play with Assault. Long distances and space to manouver separates the map from the rest. Though I usually hate desert-themes, so I wish they'll make spacey map with less boring theme.
Origin is the total opposite to Bazaar. I really like the dark, scifi feel of the map, but I really suck at playing it, too much close quarters, but maybe I just rush too close. I feel like easy target when using those jumps.
Uptown is currently my second favourite. The deep bridge above valley is always a hectic place with plenty of opprtunities - and sly rocketeers. Quite claustrophobic at times.
And my current favourite goes for Prosk. All round well balanced, plenty of places for different tactics, both short and long range. Good use of elevation and plenty of places to hide. Also, the most vivid map of the bunch.
#2
Posted November 24 2012 - 02:26 PM

I'd love to see some low orbit based maps. I mean, they gotta have low orbit platforms. Both sides are merc corps.
Would love to play some day.
 
#3
Posted November 24 2012 - 02:41 PM
Andromeda rocks too, sometimes still laggy though.
Up town is a bit too dark IMO (I'd appreciate a subtle gamma slider to counter that here). Sometimes it kaes too long to reach the battle, that's why I suggested placing some few jumpers..). Sometimes a bit laggy.. I think it can be optimized as well.
Titan is unique and very cool from a visual standpoint. But is really laggy. An urgent optimization for this map is required.

.
"The difference between theory and practice is smaller in theory than it is in practice"
#5
Posted November 24 2012 - 03:44 PM
Uptown is full of stuff to get stuck on im looking at you beam in the middle of the ramp leading to the top room on the southern side aka the bridge.
Titan seems fine balance wise, but i really dislike the aa on the bridge it doesnt fit my playstyle, oh well something new to learn and adapt to.
Edited by h0B0, November 24 2012 - 08:41 PM.
#6
Posted November 24 2012 - 04:43 PM
 h0B0, on November 24 2012 - 03:44 PM, said:
h0B0, on November 24 2012 - 03:44 PM, said:
Was Streets, The City, Andromeda.. but now.. don't remember either. Damn amnesia...

Edit: Prosk?
Edited by The_Silencer, November 24 2012 - 04:44 PM.

.
"The difference between theory and practice is smaller in theory than it is in practice"
#7
Posted November 24 2012 - 05:03 PM
The urban ones ... i keep getting stuck on things and I get really screwed over by that ... lol. Not to say I don't like them though. Makes for some interesting tactics

Me: Youtube | Drop Bears
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#8
Posted November 24 2012 - 05:05 PM
The hanging wires in Uptown really need to have their hitboxes removed. I've had grenades bounce back into my face on them and damaged myself when a HEAT cannon explodes prematurely too. They're pretty tough for something I can barely see.
#9
Posted November 24 2012 - 05:05 PM
 
					
					#10
Posted November 24 2012 - 05:24 PM
Origin Interesting map, but battles are faaar too focused on the central bridge with the building in the middle. More interaction/passageways with the middle and bottom lairs would open the map up. The only good time to use a jump pad is when you run away downwards, and then bounce back up to surprise them as they are falling. Might want to rework how those work/their purpose during combat apart from simply accessing the upper floors.
Uptown Boring map with a circular flow. There are literally only 2 directions to push: clockwise or counter. The large opening at the bridge means nothing because the only entrances are 2 constricted doorways, the bridge area, and the covered area behind that. The 'back area' with the large square building in the centre is a good break, but there is only one way to get up from the lowest floor, which makes the entire space a pointless dead-end. More paths from this area, or even if the map extended further outward from it, would make this map much more interesting.
Bad for DM because of its linearity, bad for TDM because of its asymmetry and linearity.
Prosk Perfect map.
#11
Posted November 24 2012 - 06:06 PM
 ReachH, on November 24 2012 - 05:24 PM, said:
ReachH, on November 24 2012 - 05:24 PM, said:
Origin Interesting map, but battles are faaar too focused on the central bridge with the building in the middle. More interaction/passageways with the middle and bottom lairs would open the map up. The only good time to use a jump pad is when you run away downwards, and then bounce back up to surprise them as they are falling. Might want to rework how those work/their purpose during combat apart from simply accessing the upper floors.
Uptown Boring map with a circular flow. There are literally only 2 directions to push: clockwise or counter. The large opening at the bridge means nothing because the only entrances are 2 constricted doorways, the bridge area, and the covered area behind that. The 'back area' with the large square building in the centre is a good break, but there is only one way to get up from the lowest floor, which makes the entire space a pointless dead-end. More paths from this area, or even if the map extended further outward from it, would make this map much more interesting.
Bad for DM because of its linearity, bad for TDM because of its asymmetry and linearity.
Prosk Perfect map.
yes yes thaaaat and then bigger
Edited by MajorStewie, November 24 2012 - 06:06 PM.
#12
Posted November 24 2012 - 06:10 PM
Prosk would be second favourite, for the same reasons already listed.
Uptown is pretty decent too, and I've had some fairly intense team matches there. Visually I like it too, but I agree that the paths to navigate it are a bit limited, and all of the main fighting always seems to happen in the bridge area/the open space below it.
Origin is also really cool visually, but my computer absolutely hates it, even on low settings.
 And I also agree that the middle bridge seems to be too much of a focus area for the fighting. Seems to be less of a problem in objective-based modes, though, where people HAVE to move down into the lower area to capture missile silos/collect EU.
 And I also agree that the middle bridge seems to be too much of a focus area for the fighting. Seems to be less of a problem in objective-based modes, though, where people HAVE to move down into the lower area to capture missile silos/collect EU.Bigger maps would be nice too, but I don't think ALL of them need to be bigger since it keeps the fighting focussed and faster. A few larger ones just for variety would be nice, though. I wouldn't be surprised if they add more for the open beta/actual release, though.
Edited by DM30, November 24 2012 - 06:10 PM.
#13
Posted November 24 2012 - 06:28 PM
Assault - "Vae Victis" | Brawler - "Dominus" | Sharpshooter - "Memento Mori"
Bruiser - "Non Serviam" | Berserker - "Furia"
It's all good in the 'Hood.
#14
Posted November 24 2012 - 08:05 PM
Don't get me wrong, it's a nice and fun to play map with unique style, but cmon. Highways, leading from nowhere straight into a wall? Giant half-mech-sized Fallout monitors hanging high on walls? Overall structure, that looks just like some kid's first lego creation? SRSLY?
This is basically ██████ from alpha, just much more fancy.
Uptown has the same problem, but it's not that bad there.
I mean, look at Prosk. This is what you'd expect from a human city, even if it is futuristic and overindustrialized. It feels natural.
This is not something critical, but if the devs are going to go for that story plot thing or whatever, the gotta make the maps a bit more suitable.

 
					
					Edited by Vitinary, November 24 2012 - 08:06 PM.
#15
Posted November 24 2012 - 08:18 PM
 
#16
Posted November 24 2012 - 10:23 PM
 Vitinary, on November 24 2012 - 08:05 PM, said:
Vitinary, on November 24 2012 - 08:05 PM, said:
Don't get me wrong, it's a nice and fun to play map with unique style, but cmon. Highways, leading from nowhere straight into a wall? Giant half-mech-sized Fallout monitors hanging high on walls? Overall structure, that looks just like some kid's first lego creation? SRSLY?
This is basically ██████ from alpha, just much more fancy.
Uptown has the same problem, but it's not that bad there.
I mean, look at Prosk. This is what you'd expect from a human city, even if it is futuristic and overindustrialized. It feels natural.
This is not something critical, but if the devs are going to go for that story plot thing or whatever, the gotta make the maps a bit more suitable.

Australian? Like Hawken? Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#17
Posted November 25 2012 - 04:25 AM
Cause I didn't find any solid story related thing about Hawken universe.
Also doesn't explain monitors etc.
I mean there is a difference between devastated city like Prosk, and Origin that doesn't look like anything.
Edited by Vitinary, November 25 2012 - 04:31 AM.
#18
Posted November 25 2012 - 04:59 AM
 SirCannonFodder, on November 24 2012 - 10:23 PM, said:
SirCannonFodder, on November 24 2012 - 10:23 PM, said:
Damn that's really cool, I had no idea. I suppose since its beta, they don't want to give too much away. Would love to see a well done single player campaign following this story. I would pay for Hawken 2 or a stand alone spin-off if it was a full fledged game.
 
					
					#19
Posted November 25 2012 - 06:29 AM
 Vitinary, on November 25 2012 - 04:25 AM, said:
Vitinary, on November 25 2012 - 04:25 AM, said:
Cause I didn't find any solid story related thing about Hawken universe.
Also doesn't explain monitors etc.
I mean there is a difference between devastated city like Prosk, and Origin that doesn't look like anything.
Quote
Also, you might not have noticed it, but even on maps like Bazaar and Prosk it's starting to creep in, on Bazaar it's by the E2 point, and on Prosk it's on the south...east? end (forget exactly where).
Oh, and I'm not really sure which monitors you mean. Where abouts are they on the map?
Edited by SirCannonFodder, November 25 2012 - 06:33 AM.

Australian? Like Hawken? Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#20
Posted November 25 2012 - 06:37 AM
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