[APPROVAL REQUEST] [V1.6.2] gz55-mp1

[APPROVAL REQUEST] [V1.6.2] gz55-mp1

Postby GZ55 » 17 November 2017, 23:06

[A]
- To the best of my knowledge, the following map fits all requirements to be approved: YES
- The following map contains no unfair hidden features: YES
- The following map contains nothing against the PB2 Code of Conduct: YES
- I have read and understand fully the Required Reading for posting a Map Approval Request: YES
- I have read and understand fully the Map Approval Rules: YES

[B]
- Map Name: All Arms Arena v1.6.2
- Map ID: gz55-mp1
- Link to Map Page: http://www.plazmaburst2.com/?s=9&a=&m=g ... &id=832161
- Link to Map Demo: http://www.plazmaburst2.com/?s=2&map=gz55-mp1

[C]
- Give a brief description of the map:
Taken from my map page description. "Irregular and chaotic 12x4 unit multiplayer arena. Contrasts between open and tight regions as well as heavy and rapid-fire guns." Each player has 150 HP. The map was designed for DM, TDM and CO-OP and allows up to 10 players at any given moment for its size. Many platforms have a curved texture (an aesthetic choice). A teleporter at the bottom can be used four times every five seconds. List of weapons: Pistol C-01p, Assault Rifle C-01r, Defibrillator, Plasma Gun CS-Bloom (two for the whole map), Ray Gun C-01y.

- Why you think the map deserves to be approved:
I know people have submitted many similar maps, but I think it nonetheless deserves to be approved for:
1) standing out in terms of aesthetics (stark contrasts in background, "windows" towards the sky, curvature, etc.)
2) being balanced enough despite also being irregular; structures which give players from different teams a major advantage, such as spraying spots and Plasmagun CS-Bloom cubicles, have been positioned properly; 10 players is enough for a map its size to be engaging but not too crowded
3) managing to be varied in its strategies with the help of different platform and hallway structures (open, tight, water, etc.) as well as different types of weapons.

- Any other comments: This is my first non-beta, published map, so if there are any poor design choices which managed to slip through, please let me know. Thanks!

(This post edited to conform to the new version number of the map.)
Last edited by GZ55 on 27 November 2017, 02:56, edited 2 times in total.

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Re: [APPROVAL REQUEST] gz55-mp1

Postby ultimas » 20 November 2017, 22:44

This map is really good ill rate 5 Good luck
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Re: [APPROVAL REQUEST] gz55-mp1

Postby lrv » 22 November 2017, 18:14

Nice map! i assume it will get approved.
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Re: [APPROVAL REQUEST] gz55-mp1

Postby Dariy » 22 November 2017, 21:11

One question I have is why are there 3 different characters? http://prntscr.com/hdxuhb
ησтнιηg вυт тнє вєѕт ιѕ gσσ∂ єησυgн ƒσя мє
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Re: [APPROVAL REQUEST] gz55-mp1

Postby GZ55 » 22 November 2017, 21:38

One is for Blue Team (five instances), the other is for Red Team (five instances) and the third one is a Deathmatch Skin (ten instances). For DM/TDM you would need that many Deathmatch Skins and the colored characters are for CO-OP, correct me if I'm wrong.

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Re: [APPROVAL REQUEST] gz55-mp1

Postby Hikarikaze » 22 November 2017, 23:11

GZ55 wrote:One is for Blue Team (five instances), the other is for Red Team (five instances) and the third one is a Deathmatch Skin (ten instances). For DM/TDM you would need that many Deathmatch Skins and the colored characters are for CO-OP, correct me if I'm wrong.

The amount of people you want for DM and TDM is determined by the player count you set in the map information page. The 10 instances with the DM skins are just an additional team in co-op and nothing more, so in co-op, you'll have three teams in total with 15 slots to fill in.

My suggestion is to take out the 10 DM character skins because here, you don't need them. In co-op, players in those instances will spawn in a separate team (if set separate already) as their own selected character and that breaks consistency with the red and blue teams.
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Re: [APPROVAL REQUEST] gz55-mp1

Postby GZ55 » 23 November 2017, 00:07

OK, now everything is clear, thanks. I would edit it but the rules regarding map approval aren't clear, it appears I will have to cancel the request. Maybe it's only for major edits?

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Re: [APPROVAL REQUEST] gz55-mp1

Postby lrv » 23 November 2017, 18:52

GZ55 wrote:One is for Blue Team (five instances), the other is for Red Team (five instances) and the third one is a Deathmatch Skin (ten instances). For DM/TDM you would need that many Deathmatch Skins and the colored characters are for CO-OP, correct me if I'm wrong.

You knwo maps don't geta approved wehn having teh deathmatch skin?
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Re: [APPROVAL REQUEST] gz55-mp1

Postby GZ55 » 23 November 2017, 21:50

No, I thought they were even required for maps which were meant for DM. The issue wasn't really clear, I will go edit that out. My question is, will I be asked to cancel this map approval request if I had a bug like this in the first place? (Map version is v1.6.1 now.)

(This post edited for clarity)

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Re: [APPROVAL REQUEST] gz55-mp1

Postby lrv » 25 November 2017, 15:32

Yeah, I thinkl you should re-request.
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Re: [APPROVAL REQUEST] [V1.6.2] gz55-mp1

Postby GZ55 » 27 November 2017, 02:58

Alright, this topic has been unlocked Nov. 26, now I'm sure there are no remaining bugs. v1.6.2 also takes care of the penetration through platforms issue.

EDIT: The map has been approved. Thanks to everyone who has left feedback :) hopefully I can make more maps in my spare time. I will lock this topic now.

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