If you hate Siege Titan map...
#1
Posted October 27 2012 - 01:51 AM
I really wanted to like it. Gave it quite a few rounds. I get the concept of vertical space being used. But sorry I just don't feel it translates well for the gametype. The jump pads are a bit too finicky. Had more often than not rushed to a pad expecting it to jump when it didn't because I was maybe a hair off. Besides that I always feel there is a lot of the level I'm missing and some sections seem like wasted space with objective based gameplay.
Also too easy to rain down fire on targets from range as well as turtling on the AA tower with heavy mechs. I know I did both as well as had it done to me. The limitations in how high your mech can look do come into play. The fun factor on the map was very low in comparison to the Sahara map.
Now as a DM map_ Yeah it has potential. It is fast, confined spaces, and would work for a lot of players. It also has good potential as a CTF type map. Flags on bottom with routes through bottom and over top. Plenty of defense points and flag runner escape paths.
Vertical space maps can work. I've seen it done in UT99 and others. They are a nice change but if there is a voting feature I can guarantee players will more often not vote for it unless they are really bored. This comes from over a decade of experience in FPS titles.
#2
Posted October 27 2012 - 07:39 AM
This is WAY too long. 30 minutes max for a round would have been OK, it just seemed like it dragged on forever.
#3
Posted October 27 2012 - 07:41 AM
Also my fps drops heavily on this map. My fps is the highest on Sahara.
Edit: nevermind, i mistook it for the missile mode, sorry
Edited by Juodvarnis, October 27 2012 - 07:46 AM.
*sigh*
#4
Posted October 27 2012 - 07:43 AM
Love the Siege game type.
Adjustments needed:
Jump pads need a wider acceptable entry angle.
Block off a few of the very high sniper perches so they cannot see the energy points.
Big change needed:
ADD MORE SIEGE SERVERS!!!!!
Super cool jpg goes here>
#5
Posted October 27 2012 - 07:44 AM
dirtnapgaming.com
#6
Posted October 29 2012 - 10:45 AM
NC37, on October 27 2012 - 01:51 AM, said:
Now as a DM map_ Yeah it has potential. It is fast, confined spaces, and would work for a lot of players. It also has good potential as a CTF type map. Flags on bottom with routes through bottom and over top. Plenty of defense points and flag runner escape paths.
I'd also like to say this is a very frustrating level for small jumpjet maneuvers and just general mobility.
There is lots of small geometry that you think you can stand on but you cant. There are gaps that I think I can clear with jumpjets but can't. There are weird little double hops that you have to do to be able to get up to a sniping ledge or at least I think it's supposed to be a sniping ledge. I think the design should be more clear in letting players know if that's a spot I'm supposed to go to or not. If I'm supposed to stand there and snipe, give me a proper ramp instead of making me do a boring hop-to-lower-ledge-then-up-to-top maneuver.
Is the AA turret platform supposed to be reachable with a full jumpjet_ I see many players attempting it but failing due to blocking attenas and other misc geometry. It should have a ramp and be a little more friendly to jumpjets.
The level already has the Hawken art style of a dense chaotic urban setting, so I think there are many layout improvements and small geometry changes to improve the level. The semi-working jump pads just adds to the lack of mobility I feel on this level.
Overall I do think the level has potential and I like that they're at least doing a map with a very different layout and play style. Radar doesn't help nearly as much when they're below or above you!
#7
Posted October 29 2012 - 10:55 AM
One complaint though on the AA turret for both maps - the collision on the top rails IS weird. It's near impossible to fire a HEAT cannon down at someone, it always ends up hitting the rails (and thus yourself). Firing up can be much the same, I've had grenades bounce off of nothing.
#8
Posted October 29 2012 - 11:05 AM
As for the game mode, it does drag a bit, and the capturing the Anti-Air bit is a little confusing. Maybe shorten the number of missles needed to win, and make it more of a tug-of-war type thing to see who can hold on to anti air the longest for that period of time.
#9
Posted October 29 2012 - 11:22 AM
Yes there are things that my mech gets caught on that get frustrating, and there are invisible things my grenades rebound off and HEAT cannon impact on, but these are minor things and I have learned to avoid them.
#10
Posted October 29 2012 - 11:35 AM
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#11
Posted October 29 2012 - 12:35 PM
i t a l i a n s do it b e t t e r
#12
Posted October 29 2012 - 02:13 PM
#13
Posted October 29 2012 - 02:25 PM
I guess it's an acquired taste. I prefer wide open spaces with rockets and rifles echoing in the distance. flank, provide cover, divide and conquer!
Alleys is also a bit claustrophobic but at least you can walk more sensibly around the map rather than having to jump around and creep through holes like a fuzzy bunny.
#14
Posted October 29 2012 - 02:48 PM
#15
Posted October 29 2012 - 02:56 PM
It has a different dynbamic that makes it awesome once you get the hang of it
Then again, who doesent love unleashing a barrage of death as you fly onto the center of the maps roof_
Edited by Ninjaman999, October 29 2012 - 02:57 PM.
#16
Posted October 30 2012 - 03:41 AM
#17
Posted October 30 2012 - 05:10 AM
hawken definatelly is worth a video card upgrade if they release the high res - high detail maps
i will go for gtx 660 which is affordable around 200 euro and has very good performance
#18
Posted October 30 2012 - 05:10 AM
Alleys is better but if I get it right after a match on Titan I quit. Too much of the same. I much prefer Sahara or Andromeda.
#19
Posted October 30 2012 - 05:59 AM
#20
Posted October 30 2012 - 06:02 AM
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