Holes:Originally Posted by Thirdeyevision Go to original post
This map looks nice and is a neat concept. I like the idea of having holes around the place that people can fall through if they don't watch their step. Certainly happened to me a few times. I would suggest adding holes (or pools) to the spots where the waterfalls from above meet the middle area. At the moment the water just turns into soil. Might be nice to have the water stretch to the bottom pool like it had eroded another 'hole'.
In terms of gameplay, I thought the middle needed a ladder or two to reach the upper level. If there is one, sorry I didn't find it. Keeping the vines at the edges removes players from a central battle and takes the combat out of the most interesting part of the map. Its also frustrating to spawn at the bottom and know you've got to hoof it quite some distance to get to the surface. Speaking of vines, I got stuck at the top of one of them, where the wall meets the stairs. Couldn't go down them or turn around to descend the vine.
The middle/top layer is great for detail. Really nice use of collection tool, rocks and vegetation. I would say that by comparison, the lower cave level needs more cover and detail. At the moment its very open and judging by the spawn system as well as difficulty getting to the surface, i think this is where most of the combat will happen. Thats a shame because the upper part of the map is the best bit. Have a think about how and where you want to channel the combat and lay down your cover/vines etc to make it happen.
Otherwise, a good map. Would like to play it in a full game.
I just played through your map on domination. I have good news and bad news.Originally Posted by Mr Rudewords Go to original post
My initial impression is GREAT! I love the concept and ideas. It works really well, its original and just looks really cool. I would suggest adding more larger trees dotting around to break sightlines a bit more, but there is clearly a lot of work and effort gone into the layout. Its sweet.
The downside is I found it very confusing. I couldn't work out a simple way of getting from one objective to another without trying to hop from higher walks onto lower ones, missing and falling to my death. I think its safe to assume most players will take the most effective route between objectives and that is something you need to consider in your layout. It doesn't matter if there is a route made or not, people will b-line for it. Just something to consider.
Another (and possibly fatal) flaw to the map is a real biggy and one that will make it literally unplayable. You probably haven't noticed it, but play a test through with grenades or rpg - virtually every bridge piece you've placed is destructible. No joke, with two grenades I destroyed the entire picnic area leaving no route at all in or out of the building i was standing on. I love the idea of the platforms being destructible, but currently every single one is meaning 2 minutes into the game everyone is spawning and falling to their deaths. You'll need to replace everyone of these sadly. . .
Hi Zajemacha, Thanks for the feedback. Glad you like the map. The original concept is one I designed back in FC2 but on a smaller (probably less confusing) scale. I agree the map may be quite confusing, especially because it's quite large, particularly for objective games. I don't know if I'll alter that on this map but I'll definitely take that into consideration in future maps.Originally Posted by Zajemacha Go to original post
I see what you mean about the openness of it. I'll put some bigger trees in to obscure the line of sight. Problem is that alot of the trees seem to occlude aswell which looks really horrible because when you catch it from the wrong angle, loads of stuff just disappears.
Ohhh man.. I am so disappointed that everything is destructable. I'll have to find some different stuff to make it from. I thought it was all solid looking objects but I guess I was wrong. I'll make that my first order of business when I get back onto it. I hope the bridges don't break 'cos I don't know what I can replace them with. The platforms I think I can replace with some wall objects maybe so I should be able to save it. One of the things I suggested to Ubisoft in the map editor thread was that we should have an 'object properties' dialog so that I would be able to set any object as destructible or not.
I'll post again when I've sorted it. Again, thanks for having a look.
I'm sorry I was a bit cryptic.Originally Posted by Thirdeyevision Go to original post
Water Temple is not really a map I can review properly. It's very small with very little areas to go move. This map doesn't really lend itself to competitive play (kinda like the shipment map.) That doesn't mean it isn't good nor does it mean that it won't be fun.
I provide feedback on the basis of pointing out either ways to improve the map or aspects that are unfair that authors don't realise. Water Temple looks fair, and looks like a map with a very simple dominant area (any stairwells with height.) That being said the spawn are so spread out, teams will not be able to really get together and have set ups.
The above is not a bad thing and would probably be a very enjoyable experience for a wide variety of players.
In terms of the joke comment, I meant this change would add an element of hilarity/ridiculousness to the map. There's a small island separated from the main structure that you must swim too. I'm not being serious if when I say this but if you have someone spawn out there or had a domination/transmission point there, it would be hilarious with all the sharks/alligators in the water.
Holes would be an awesome map with a few tweeks.
I'll look into the other maps either tonight or tomorrow.
I like the overall shape, but I think there's too much debris on the floor. The tree stumps are fine, but the sideways branches are hard to walk over. Don't remove all of them, but get rid of a few. You could always fill in the gap with a collection system, and I think those would also help with the overgrown look I think your going for.Originally Posted by SaviorSe1f Go to original post
The warehouse is cool, probably my favourite part, the temple is cool, but the temple pieces can be a little strange to walk over also (not your fault) . The prison wall pieces could be a little lower (sink them into the map perhaps), and that area could use a little more detail.
Work on it though, because the shape is actually quite fun.
Yea your right...I'll need to paint the river a different more eathy color. I think I'll also paint the the hills with a mossy rocky pallete.Originally Posted by Zajemacha Go to original post
So I played Water Temple and one thing I noticed was it was really bumpy walking around. One time I got stuck on the stairs and I had to jump up to continue. I also jumped in the water and couldn't find an entrance easy enough (might be nitpicking on that one though). Otherwise though it looks like an action packed small map.