[APPROVAL REQUEST] Yex-a1

[APPROVAL REQUEST] Yex-a1

Postby Yex » 5 July 2020, 01:21

[1]
- 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

[2]
- Map Name:Ray War [All-Modes][MP]
- Map ID:yex-a1
- Link to Map Page:https://www.plazmaburst2.com/?s=9&a=&m=yex-a1&id=987321
- Link to Map Demo:https://www.plazmaburst2.com/?s=2&map=yex-a1

[3]
- Give a brief description of the map:About shooting each other with rays technology.
- Why you think the map deserves to be approved:Cause it's nice and was specifically made.
- Any other comments:The map has active variables that change the way teleporters work and also the layout background of the map as well. Teleporters are completely random and can bring some new interesting combat/tactics.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Stryde » 5 July 2020, 02:14

raise black bg by 10px to make it fit background alignment

cannot reach spawn w gun in hand or w swords only https://prnt.sc/tbzhu8
some enabled teleporters do not activate or have E button to designate as needed for activation https://prnt.sc/tbzhxv your regions are invisible E use buttons
The random teleporter feature may not be viable, if all teleporters can be spammed by one player within a short time period before other players can use them (this is currently the case). The decorations do not update when the teleporters become enabled or disabled and are not marked by an E-region, so if you walk over a teleport, nothing happened until you press E to use an invisible button. Your triggerworking needs to be far more sophisticated to pull off the true desired effect it seems to me.
Large open areas require a lot of selfboosting around map
Too many light decorations
Remove the medic pistol, it's a bad choice for gameplay when people will troll with it

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Re: [APPROVAL REQUEST] Yex-a1

Postby Yex » 6 July 2020, 00:45

Is this what you meant? https://prnt.sc/tcevnn
Made the teleporters have more anti-spam on them as well as visual looks for the teleporters as well as E buttons visual. https://prnt.sc/tcf88w
Have been doing some tests on how far the player jumps using the background and based on that measurement I'm sure that I can make it so that on the map you can jump and reach it perfectly. https://prnt.sc/tcg4oa
Based on that measurement I think I have added all possible ways of getting on to by adding walls that the player can reach with a weapon or no weapon easily. https://prnt.sc/tcg7q9 https://prnt.sc/tcg86k https://prnt.sc/tcg8c4
The lighting of the map has also been changed as I had my shadow map disabled in gameplay since I had low-quality display but when I turn it to the high-quality display which enabled shadow map in gameplay I also realized that too much lighting is indeed too much light so I changed that as well.
Also Stryde I was inspired by your work of your stryde-sniper that I legit have made a similar map but uses heavy or different sniper weapons have you seen that map? I love your stryde-sniper btw. Map id: yex-a0
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Re: [APPROVAL REQUEST] Yex-a1

Postby Nyove » 7 July 2020, 18:25

Hi Yex,

Before you make any approval request, we would appreciate if you actually playtested the map yourself first.

Some points we would like to point out:
- Using one teleporters deactivates all other teleporter (is this intentional? if so, what's the thought process behind it? doesn't seem intuitive gameplay-wise.)
- Center of the map is bad

The entire area is flat, with four copy-pasted platforms with thin sides, along with a really close that limits movement.
- Not a fan of this dark BG, doesn't seem to transition well.

- Faulty spawns

- Buttons seem to be too high.

Please make sure you have these points sorted before requesting us to playtest again.
Good luck.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Yex » 8 July 2020, 05:58

Enjoy the newly updated map! https://prnt.sc/tdtiag
No teleporters anymore!
Remade the center!
Enjoy it! https://prnt.sc/tdtkf3
Now I really want to die. Just to get out of this embarrassment.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Stryde » 8 July 2020, 23:15

Yex-a1 (3rd playtest)
- Now that teleporters have been removed across map, certain areas have turned into campspots: https://prnt.sc/ted2vm
- Shield grenades help encourage camping in many of these spots where teleporters once were
- Middle platform looks weird https://prnt.sc/ted33o
- Large open areas
- Large amount of fall damage between platforms
- Map is too small for 8 vs 8 players
- All 8 player spawns on a team are concentrated in one area where players hitboxes collide

Comment back on this thread with an updated changelog in response to feedback given in order to receive more playtests.

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Re: [APPROVAL REQUEST] Yex-a1

Postby Yex » 9 July 2020, 11:25

I'm sorry for what I've done.
Also, this is my first time making an approved map so please understand that.
Any feedbacks help me improve on getting better.

Changelog
The map has more platforms.
Teleporters are back and are not randomly teleports you across different teleporters but only the mirror version of themselves.
The map is now 4v4 not 8v8.
Players are not concentrated in one spot.
Overall map: https://prnt.sc/ten3wd
Thank you kind regards Yex.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Stryde » 10 July 2020, 01:31

Yex-a1 (4th playtest)
Things you still have yet to address from any feedback given in previous playtests:
- Teleporters are not activated by player, but by use button. In this map, this allows teleporter areas to be camped at really easily along with combination of 3 shield grenades.
- Teleporters where players spawn are activated at start of COOP round, meaning you can kill a player within first 3 seconds of round starting. This is not fit for any approval map.
- Too many grenades of every type.
- Ugly wall collisions still present in map https://prnt.sc/tercqu
- Why is this teleporter area so small compared to the rest? https://prnt.sc/terdej
- Just like with gravitators or any other decoration, oversaturating a map (i.e. having too many teleporters) is not always a good thing. It can be confusing for the players.
- Player count has not been reduced on map
More things to fix:
- Put invisible door in decoration so player model and decoration model do not collide https://prnt.sc/ter994 https://prnt.sc/terc58
- Too many light decorations in a small area, plus pink highlighted region still gives an ugly shadow https://prnt.sc/ter9lk
- More awkward lighting across map, lighting in map must be approved https://prnt.sc/tera1z https://prnt.sc/terahg https://prnt.sc/terbfm

Comment back on this thread with an updated changelog in response to feedback given in order to receive a final playtest.

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Re: [APPROVAL REQUEST] Yex-a1

Postby Yex » 11 July 2020, 08:38

I fixed and removed and did any feedback you've added but I'm not sure it's good enough such as the lighting since you seem to be a master at that.
Now I really want to die. Just to get out of this embarrassment.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Stryde » 13 July 2020, 23:59

Yex-a1 (5th playtest)
- Player count not reduced
- Still poor lighting in areas https://prnt.sc/th6rk8 https://prnt.sc/th6rqg https://prnt.sc/th6rui https://prnt.sc/th6tak
- You can camp behind teleporter once they become re-activated https://prnt.sc/th6s1h
- Spawns in this map are not good, (you can die from wall overlapping when respawning - CH55 had this, and I had this too) https://cdn.discordapp.com/attachments/ ... nknown.png (spawning in the void - https://prnt.sc/th6uts )
- Can see below wall in this red highlighted region https://prnt.sc/th6tid
- Map is still too large and has significant fall damage between platforms
- Overuse of lights in middle (instead of overusing light decorations, you overuse flare lights in this part) https://prnt.sc/th6u92

It still seems some feedback hasn't been accounted for from playtests and map has not made strong developments towards being considered for approval from these playtesting sessions.

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Re: [APPROVAL REQUEST] Yex-a1

Postby Yex » 14 July 2020, 01:22

I think I've done something though
Now I really want to die. Just to get out of this embarrassment.
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Re: [APPROVAL REQUEST] Yex-a1

Postby Kiriakos Gr96 » 14 July 2020, 20:56

Due to the many map errors (spawn issues camp sites teleport issues)
Also the gameplay wasnt very good in many cases too.
Also the map uses unreal wall dimensions which affects the gameplay too.
Approval request not accepted.
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