[APPROVAL REQUEST] coda-sniper

[APPROVAL REQUEST] coda-sniper

Postby coda » 8 July 2020, 18:51

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: Sniper[MP]
- Map ID: coda-sniper
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=846873
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=coda-sniper

[3]
- Give a brief description of the map: A normal arena with a pack of snipers per player equips sniper,defib,2 grenades and Portnades.
- Why you think the map deserves to be approved: Map is really clean, i have made sure there are no spam areas.
- Any other comments: None
Last edited by coda on 8 July 2020, 22:06, edited 1 time in total.

coda
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Map Update 1

Postby coda » 8 July 2020, 19:36

I have added 2 doors on the starting grounds so you cannot die when you fall down and have adjusted the small blocks on near the starting grounds so you don't have to press X but instead to crouch. I also removed the top panel in the middle so it looks a lot cleaner.
Last edited by coda on 8 July 2020, 23:01, edited 2 times in total.

coda
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Re: [APPROVAL REQUEST] coda-sniper

Postby Girl_Power » 8 July 2020, 22:41

Holy crap this is an old map. I remember voting this for approval in 2019 and hoping it'll get approved (but I was still an amateur and didn't know how to request map approval) and it never got approved. Nice to see it getting requested for approval now.
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Re: [APPROVAL REQUEST] coda-sniper

Postby Stryde » 8 July 2020, 23:14

Coda-sniper (1st playtest)
- Orange regions are just copied from Stryde-sniper4, the doorladders https://prnt.sc/tecuhk
- Another map feature from Stryde-sniper (the base design with a 40px wall connecting top wall section and bottom wall section, and a floating teleporter https://prnt.sc/tecv04
- Blue regions are useless in map https://prnt.sc/tecuhk
- Awkward headbumping and fluid player movement - did you even playtest this map with swords in hand and gun in hand to check for player movement?
- Brown concrete walls are very awkward with dark plate walls on bottom of map, and this part in general is awkward in whole map https://prnt.sc/tecvtp
- Unnecessary lamp decorations https://prnt.sc/tecw65
- Floating teleporters https://prnt.sc/tecx8z
- When playing map, gameplay was really choppy and laggy because of a lot of walls/doors and possibly high light values

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

Stryde
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Re: [APPROVAL REQUEST] coda-sniper

Postby coda » 9 July 2020, 00:05

Map Update 2: Removed unnecessary lamp decorations, Improved decoration placement, less awkward blue regions,
Improved awkward head bumping and fluid player movement, Removed brown concrete on ground, Added acid pit on the bottom of the map, Added Sky, Removed top middle background for background view, Improved Lighting, Improved Platforms.

coda
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Re: [APPROVAL REQUEST] coda-sniper

Postby coda » 9 July 2020, 10:46

Map Update 3: More improved lighting, better platforms, acid pit is higher, less head bumps, more optimization, overall much cleaner.

coda
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Re: [APPROVAL REQUEST] coda-sniper

Postby Stryde » 10 July 2020, 01:35

Coda-sniper (2nd playtest)
This is certainly better than just copying already approved sniper maps but still needs some improvement
Some areas are still directly from Stryde-sniper, like your base layout: https://prnt.sc/tf1n4m https://prnt.sc/tf1nqs
The door in this wall structure is useless and looks weird. Just change how this looks in general, it's non-original to this map https://prnt.sc/ter0be
Why is there a sniper and defibrillator in middle of map? https://prnt.sc/ter11m Make people respawn with sniper and defibrillator in TDM and DM or else map cannot be fit for approval (if not done already)
Teleporter exit sites are in wide open areas, and you can camp in teleporters since they require use button to activate trigger instead of player detection to activate trigger.
It is difficult to navigate across a map with sniper/defib being held. Some areas of map need to be reworked to ensure all players have some route of access while holding a weapon https://prnt.sc/ter29k https://prnt.sc/ter2kk https://prnt.sc/ter3hh https://prnt.sc/ter3n9

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

Stryde
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Re: [APPROVAL REQUEST] coda-sniper

Postby CreeperHunter55 » 10 July 2020, 04:22

Hello, here's some criticism about the design

Spoiler: Show More





The map still needs to be improved in much ways. You need to do your best to offer PB2 community something new and unique. For this moment we already have more than enough symmetrical sniper maps. Good luck.
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Re: [APPROVAL REQUEST] coda-sniper

Postby coda » 10 July 2020, 19:41

Thanks for your suggestions I will try my best to do them to do them now.

coda
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Re: [APPROVAL REQUEST] coda-sniper

Postby coda » 10 July 2020, 20:16

MAP UPDATE 4: Left and Right side has different hollow walls and have been colourised, Added new decors for realism, Added gravitation pads, Button on teleport is removed... It can now detect players who go on it, improved blue region placement, less chance of glitch in walls, fixed acid background overlap

coda
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Re: [APPROVAL REQUEST] coda-sniper

Postby Stryde » 13 July 2020, 23:49

Coda-sniper (3rd playtest)
- Double girders in middle of map within basic/panel background look weird https://prnt.sc/th6zfk
- Black walls vs dark plates in map: https://prnt.sc/th6zva
- Teleporter exit sites are in wide open areas, and you can camp in teleporters since they require use button to activate trigger instead of player detection to activate trigger.
- Deactivated teleporters are still able to be used. The doors that are supposed to block the teleporter enter regions are still able to be accessed even when teleporters are disabled.
- Teleporters must be deactivated by default in COOP mode only since they are in each others bases.
- Elevator path background is not required in here and looks weird to only outline this wall https://prnt.sc/th7204
- The wall overlapping in this portion of map needs to be re-worked as players can glitch around it (players can easily glitch on your map and this must be fixed for approval) https://prnt.sc/th729d https://prnt.sc/th72lx
- Map is not symmetrical with background and teleporter is too low by 10 pixels (see red arrows in below screenshots)
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png


I'm curious if the edges to this warning wall, concrete walls? https://prnt.sc/th701z

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

Stryde
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