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View Full Version : Should Xaemia be cut in HALF?


Reeps
2nd Feb 2004, 07:26 PM
Hey folks, after reading a lot of the feedback, I can see clearly that Xaemia is too big. I was going for big, but I didn't think it should be that BIG. I've decided I'd like to create a poll on what you guys think would be best:

1. Stay the same size - Hard on FPS, BIG, but more stuff.
2. Half the Size - Less big, easier on FPS, less stuff, Less land to cover..smaller
3. 3/4 The Size - Maybe like a bite taken out of a donut size.. Smaller, better FPS, still quite a bit of land.

Thanks for your opinions!

Nept
2nd Feb 2004, 08:03 PM
I don't know; I certainly get better fps on Xaemia than on most of the other CBP maps (Islands, Apophis, Naularn), and I rather like the size...it is big, but I wouldn't say it's too big: there are only the two routes, so not as though the flag carrier can lose the chasers, and if your team actually bothers to hack deploy points it's not bad at all. I vote to leave it be; at most make it 3/4 the size; but dear god, don't cut it in half...to those who say it's so big, I say, boost dodge ya noobs! ;)

TherMight
3rd Feb 2004, 01:04 PM
Xaemia is well done.

It is large, yes. But there are maps that are waaay too small when you get a lot of people on them. We need Xaemia as an option.

Remember Tribes maps? Now that's huge. They encouraged use of vehicles.

If Xaemia encourages more vehicle use, that's great. There are lots of them on the map, including the handy one parked at the node, already ready to go in the right direction and everything. ;-) And it's still quite feasible to run home with the artifact.

TherMight

babau
3rd Feb 2004, 01:12 PM
Noooooooooooooo!!
Don Do That!!!

Scott Has A Surprise For Youuuuuuuuuuuuuu!!!

headwire
3rd Feb 2004, 01:20 PM
Xaemia is tiny compared to the likes of the great stonking Emerald. For that reason I wouldn't say it was TOO big, but still, maybe a bit large. 3/4 Size gets my vote, in order to raise FPS etc.

Cutedge
3rd Feb 2004, 01:53 PM
I'm going to go with 3/4, but really Xaemia isn't too mega big. I mean, it's not Islands bad in terms of size, although I suppose making it a little smaller will make it a little easier for teams to play.

We had a good convoy going on myU last night of 2 harbringers and a raptor with both of the enemies artifacts.

Houdini-GG
3rd Feb 2004, 06:28 PM
For the record:
Tribes3 devs have stated that they know the previous Tribes maps were too big at times and people hated trekking all that way to get into the action only to die and have to rinse and repeat.

with XMP's way under-armored vehicles (all 3) and the lack of speed of the juggy/harby.. using those vehicles to traverse the larger landscapes has been nothing short of an exercise in frustration. u cant get form one sode of the map to the other in a juggy/harby.. u are a sitting duck. those vehicles are damnnear 100% useless on the big maps. even with a full compliment of people inthem.. the juggernaut can get off.. maybe 2 shots before its dead.. and the harby has rockets that have ZERO splash damage radius and a rear gun thats only good if u are outrunning whomever cant catch you (only a gunner) --i guess what im saying is that i'd like to see a re-evaluation of hte vehicles on these new/bigger maps.

i play on a very popular 12-vs-12 server and there are times on these new maps that i dont see a soul for a long while.. this to me isnt fun. its not a game now. i think all the new larger maps (5 of them off the top of my head) could seriously benefit from more deploy points, more warps, and better and/or more abundant vehicles.
the Tribes community realized the larger maps are too big.. and those guys get to play with up to 64 players at a time. i cant imagine playing any of these newer-larger maps with anything less than a solid continual 12 on 12... and most of that time its "hack.. run.. run back.. rehack.. go forward.. rehack.. go back.. etc.. etc.."
its feeling like the rinse and repeat wide open useless spaces of Planetside.

i only want this game to succeed.

Cyan
4th Feb 2004, 07:27 AM
When I first played that map my initial reaction was "Its a bit big" but the more I played it the more I realized it was a great map for games involving large numbers of people. If you only have like 3 -4 people on a team of course it would be a bad map to choose but in large games you can use its size to your advantage but still encounter people often enough.

I'd say if anything just trim down on the edges of the map.

Oh and I find the vehicles great for transportation on this map but at the first sign of trouble bail out and take the enemy on foot. Of course when you use the vehicle you sacrifice stealth for speed.

The-Styx
5th Feb 2004, 05:52 AM
i would suggest you make two versions, a bigger and a smaller one. that way everyone would be happy peace will once again be restored ;)

SylverFyre
5th Feb 2004, 07:49 AM
Noooooooooooooo!!
Don Do That!!!

Scott Has A Surprise For Youuuuuuuuuuuuuu!!!

care to elaborate a little for those of us in here please :D

Reeps
5th Feb 2004, 10:08 AM
care to elaborate a little for those of us in here please :D

You'll have to wait for the final... :D

Andr01d
5th Feb 2004, 12:30 PM
with XMP's way under-armored vehicles (all 3) and the lack of speed of the juggy/harby.. using those vehicles to traverse the larger landscapes has been nothing short of an exercise in frustration. u cant get form one sode of the map to the other in a juggy/harby.. u are a sitting duck. those vehicles are damnnear 100% useless on the big maps. even with a full compliment of people inthem.. the juggernaut can get off.. maybe 2 shots before its dead.. and the harby has rockets that have ZERO splash damage radius and a rear gun thats only good if u are outrunning whomever cant catch you (only a gunner) --i guess what im saying is that i'd like to see a re-evaluation of hte vehicles on these new/bigger maps.

..........

its feeling like the rinse and repeat wide open useless spaces of Planetside.

i only want this game to succeed.


Yeah... make the tanks bigger stronger and faster!!! With 2 turrets or something.. then the whole team can hop on and drive to the enemy base.. i hate walking..

Houdini-GG
5th Feb 2004, 12:49 PM
with a class based larger scale game like XMP.. u would think there'd be a better troop transport vehicle than the joke of a machine that is the Harbinger. This the the reason everyone stands on top of the Raptor when going out.. im certain the idea behind the raptor wasnt for 8 people to get in/on a 2 person vehicle.. that strat was created out of necessity.. yet its still overlooked.
the initial maps in XMP were fine.. the vehicles werent needed, just nice to have. you dont want the players to become dependant on the vehicles (bf:1942) but you want them to serve a better purpose than they are serving now.

SylverFyre
5th Feb 2004, 03:30 PM
You'll have to wait for the final... :D

aww u tease :D

The-Styx
6th Feb 2004, 02:17 PM
it is 'neat'

Richteralan
12th Feb 2004, 03:41 PM
It's quite well done.
But I slightly prefer teh 2 bridge layout somebody suggested here. One turret guard one bridge.....hm..

WulfMan
13th Feb 2004, 12:14 PM
the 3/4 size in my opinion would be ideal, right now even with full servers you can run for days with no action.

also more routes to the node would add more strategy to the game while that map is running. right now it's just an assault, there's no way to strategically enter the node without being seen, the only route is a wide open bride of death that's not only wide, but long enough so that by the time you get across it, half the team has respawned in the base.

I prefer to see more strategy and less "brute force" in games like XMP

Loqa
6th Mar 2004, 07:02 AM
Size is good. The two bridges idea is very interesting though and would make it a little easier to steal an artifact.