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Praises and Criticism of 1.2.0


17 replies to this topic

Poll: How do you feel over all about 1.2.0? (9 member(s) have cast votes)

How do you feel over all about 1.2.0? did it meet your Expectation? did it fall short or exceed them?

  1. Perfect. Don't Change a Thing (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

  2. Heading in the right direction but not quite there. (5 votes [55.56%] - View)

    Percentage of vote: 55.56%

  3. Mixed bag. Somethings I did like and somethings I didn't like. (2 votes [22.22%] - View)

    Percentage of vote: 22.22%

  4. Expected something else and was kinda disappointed (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

  5. You broke the mod. (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Dancing

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Posted 10 September 2010 - 08:58 PM

OW_ Citidal is a much better map. Actually it's perfect where as before I couldn't see a way the map could possibly have been made better. This map has now been made into a much more challenging map with it's own style. Two things that stopped this map from being perfect was the center is too bright but someone said it's the orange texture that is the issue night the lighting so we will see and that elevator trip up is way too long. Shorten it. But other then that great map guys and great job. :thumbsup:

OW_Breach isn't what I was expecting in terms of the update I thought it was going to be made longer. Instead it is now as I heard many put it in game "overly complex"..."too big" "too many cafe's". I see their points. The larger starting area in the street slows down the action when you have to search large pointless rooms for grenades. Speaking of pointless rooms. Theirs a lot of them. Like the room where the old manhack trap was? what the hell is the point of that room? or the odd shapes of some of the stores. Their is a lot of unnecessary corridors and rooms that just are there for no reason. Although two things I do like about this map is the spot on the north oart if the street where you could spawn a turret? yeah that area was re-done nicely. Also the ending is done nicely. I guess for me the one thing is that all of the new traps and spawns are correct yes those are needed but a lot of the space in which the players and combine move in are not needed.

allow me to point out specifics...

What's the point of this room? would the map still work if it was taken out?
Attached Image: breach1.JPG
Could you make this area smaller or more like the 1.1.2 version of it? and what's up with that wierd shape cafe? why add the northern little cubby?
Attached Image: breach2.JPG
Another room I don't understand why it is there? could you make it smaller? or remove it?
Attached Image: breach3.JPG
Same here? smaller or remove it?
Attached Image: breach 4.JPG
go back to the 1.1.2 size but keep all the extra rooms just make them smaller...
Attached Image: breach5.JPG
again can you make this area smaller or shorter but keep the rooms they work.

Those are the areas I have an issue with... everything else in the map is perfect lol.

Good job with the green arrows and red plus signs on the radar but can you make it known the way the green arrow is looking right now it feels like an army of triangle aimlessly destroying things?

that's all keep up the good work and fix breach :D it was almost perfect before.

Attached Thumbnails

  • Attached Image: breach6.JPG


#2 Jgoodroad

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Posted 11 September 2010 - 12:15 PM

the last screenshot show perhaps the worst tacticle decision an overwatch could make, you see the size of that room? rebels capturing the last objective will have a very clear line of sight to the spawn for a very long time, as well as ample cover from the cafe and the two side rooms. sending troops down there would be mad unless there were many of them, or you kept them behind the field to harass the rebels from a very very long distance... of which combine seem to have pin point accuracy, which pisses me off in citadel because when there are 10 smg troops, 4 metrocops, and 3 elites with ar2 running onto the main platform, the can always score hits on me, even when I am at a far distance (like at one of the other consoles), with cover (like behind a wall)

#3 Colaman

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Posted 11 September 2010 - 12:30 PM

Hi Dancing,

I understand your point but i personally like the new complexity of the maps.
First of all, it adds a kind of not-linear gameplay together with the random objectives and item spawns. Many rooms are good for ambushes for the overwatch. The manhack room for example is now good to spot the turret and ambushes in the north without getting into danger.
I think this more complicated maps would also good work with fog of war.

For 1.2.0 I expected the textures in breach like the one seen in the first trailer. Whatever... the metrocops are now a good way to get the manhacks apocalypse mwahaha!

#4 Jgoodroad

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Posted 11 September 2010 - 02:05 PM

Since there is a texture version of breach classic (somewhere) I would like that map to be updated... all because they remade the maps doesn't mean they can't release what they have.

#5 AndY

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Posted 11 September 2010 - 05:38 PM

View PostJgoodroad, on 11 September 2010 - 02:05 PM, said:

Since there is a texture version of breach classic (somewhere) I would like that map to be updated... all because they remade the maps doesn't mean they can't release what they have.
Breach with textures was mostly just a test to get an idea of how the end-map should look like. It helped us stay focused when we were improving the overall layout.

We didn't release it for one simple reason: you can't play it. It's an art test for the most part, so aside from just walking around to see how it looks, there's not much else you can do in it.

Breach should only need one more update before we can start texturing it and making it look as good (and even better) than the test map.

#6 Dancing

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Posted 11 September 2010 - 09:26 PM

I still think a more slimmed down version of the current version of breach would make be good. It's too much width and too much space currently. Somewhere between current and classic would be nice. Keep all the rooms and pathways currently but more compact and optimized. Otherwise the design is great just all that extra space is too much.

I also would like to throw out there that I do understand what it's like with the creative process, I do freelance writing and I understand when your audience doesn't like what you poured your heart and soul into. So ignore me if you don't agree with my criticisms. I can't even make maps. I am just expressing how I feel between your two versions of breach. One was great and the other has the potential to be amazing if it's slimmed down in my opinion.

#7 warbrand2

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Posted 11 September 2010 - 09:37 PM

I like the current V of breach it may be to open now but that's probably because there aren't any props or textures to make it feel right.

#8 Dancing

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Posted 12 September 2010 - 09:42 AM

View Postwarbrand2, on 11 September 2010 - 09:37 PM, said:

I like the current V of breach it may be to open now but that's probably because there aren't any props or textures to make it feel right.

this has crossed my mind.

#9 Sev

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Posted 12 September 2010 - 12:53 PM

Was hoping to keep to the old version of breach but meh..I love the new V of citadel.

#10 AndY

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Posted 12 September 2010 - 02:32 PM

View PostSev, on 12 September 2010 - 12:53 PM, said:

Was hoping to keep to the old version of breach but meh..I love the new V of citadel.
You can still play it (ow_breach_classic). I'm going to add it to the rtv map list on all our servers as well.

#11 Auxor

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Posted 12 September 2010 - 02:33 PM

I like Breach now, however I think the ending is even worse than it was before. The final "run" to the end of the level is just pathetic, the rebels have to merely sprint about 10 metres, straight past the OW soldiers who have just been spawned and can still win. I prefer the original Breach or the new Citadel's one where you have to hold the fort for 10 seconds or so, theres nothing more awesome than getting into the escape lift in Citadel and seeing Elite soldiers running at you who then get killed by the explosion.

#12 AndY

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Posted 12 September 2010 - 02:44 PM

View PostAuxor, on 12 September 2010 - 02:33 PM, said:

I like Breach now, however I think the ending is even worse than it was before. The final "run" to the end of the level is just pathetic, the rebels have to merely sprint about 10 metres, straight past the OW soldiers who have just been spawned and can still win. I prefer the original Breach or the new Citadel's one where you have to hold the fort for 10 seconds or so, theres nothing more awesome than getting into the escape lift in Citadel and seeing Elite soldiers running at you who then get killed by the explosion.
Once Breach's finale is completed, rebels will be going through that "white tunnel" to reach the two new/final sections.

The final objective is just there as a sort of "more coming soon" indicator.

#13 warbrand2

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Posted 12 September 2010 - 03:11 PM

I keep thinking that breaches final will be to secure a train disable a barrier and get the hell out of there. am I remotely right?

#14 AndY

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Posted 12 September 2010 - 03:13 PM

View Postwarbrand2, on 12 September 2010 - 03:11 PM, said:

I keep thinking that breaches final will be to secure a train disable a barrier and get the hell out of there. am I remotely right?
Perhaps. :p

#15 Gabe(HUN)

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Posted 12 September 2010 - 03:33 PM

I don't know, but it would be great a crossover with the episode one final in the breach final objectives.
Like protecting THE FREEMAN and Barney, from the combine snipers, and after that we will get out city17 with Barney and heard the events when Alyx and Gordon have problems with that strider...RANDOM IDEAS.:D
Sorry for my language, if it bad...

#16 Dancing

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Posted 12 September 2010 - 05:50 PM

Atleast everyone agree's citidal is alot better now lol. One thing I thought was kinda funny was that all that was really added was a gigantic hole and it changed it... mostly because it changes escape plans so now you gotta think before you move.

View PostAndY, on 12 September 2010 - 02:44 PM, said:

Once Breach's finale is completed, rebels will be going through that "white tunnel" to reach the two new/final sections.

The final objective is just there as a sort of "more coming soon" indicator.

LOL coming soon as in like how certain anime episodes ended right before a really good fight scene lol. "Oh man this is getting good...what a great episo- *ON THE NEXT EPISODE OF DRAGON BALL Z.* Fuuuuuuuuuu"

#17 Dancing

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Posted 15 September 2010 - 08:27 PM

After playing classic Breach and Phase 2 Breach I now see why the changes were made. The overwatch never had time to effectively plan. Its great from the OW's point of play but for the resistance Phase 2 its slow paced and boring. On Classic it's the opposite (more like frantic instead of boring for the overwatch).
:whistle:

#18 Rukus

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Posted 16 September 2010 - 12:40 AM

Breach would be much better if you could spawn more combine at once, or if it had striders >: D

In all seriousness, the map is wide enough for a massive battle, but its only small skirmishes. If there were something implemented into the map to allow a massive opening brawl it would be perfect. How about this.

1. Combine sniper trap on the overwatch perch over the street.
2. Add one of the street barricades you see in city 17 during "Anti-Citizen One" with a spawn and turret inside for the street.
3. Once inside the Main Area there should be a main spawn above the courtyard with more combine repelling down.
4. The end objective seems a little out of the ordinary...go into a door that leads nowhere for no particular reason.....add another section to the level, where you exit that breached door to the city gates, and have to disable/destroy them somehow.

Also, I support a Freeman cameo in any map.

Theres my opinions, now to respond to the OP. Yes that really big room is useless, playing OW on that specific stretch on Breach is incredibly annoying, all of those little rooms should be either gone or booby trapped in some way (headcrabs maybe?).





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