[APPROVAL REQUEST] woahz-summit

[APPROVAL REQUEST] woahz-summit

Postby woahz » 10 July 2020, 00:31

[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: Summit
- Map ID: woahz-summit
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m=woahz-summit&id=988677
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=woahz-summit

[3]
- Give a brief description of the map: (copied from map description)
[COOP/TDM/DM]
Summit, an artificial mountain created by the Correction Nine to pit soldiers against each other in the cold. Seems like it hasnt seen much use recently, with the addition of suits that resist low temperatures...

HP: 150

Guns:
Pistol C-01p
Shotgun C-01s
[and defibrillator]

Some tip: Shoot shotgun then switch to pistol for high damage. Using pistol or shotgun by itself is still quite effective so see what works for you.

My first (and last) map that ill try to get approved


- Why you think the map deserves to be approved: Fast-paced gameplay that I think suits the chosen weapons quite well, has a theme (which I believe) to be unique to PB2. Fits all the required criteria for approval.

- Any other comments:
My first (and last) try for approval, feedback is appreciated :)
Map preview
Last edited by woahz on 21 July 2020, 22:26, edited 6 times in total.
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Re: [APPROVAL REQUEST] woahz-summit

Postby thelager » 10 July 2020, 18:05

I agree this map.
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Re: [APPROVAL REQUEST] woahz-summit

Postby woahz » 10 July 2020, 22:10

Small edit:
-Pusher at right side edge now functions properly
-Pusher extended to not allow people to stay on sides of map
-Green 'beacon' and stop sign replaced by blue laser to indicate pusher
-Map preview updated to show blue laser.
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Re: [APPROVAL REQUEST] woahz-summit

Postby ditzy » 10 July 2020, 23:57

[Gameplay]
- Don't use Alpha team in COOP modes.
    I recommend sticking to Red/Blue team. It's because Alpha team players can pass through each other while other teams can't.
- The pushers here could be extended a little.
- The pools of water here could be deeper. There should also be a background behind the water.
- The top part of the map can become a campground.
    Consider adding more cover for players coming from the side steps.
Notes:
    The overall gameplay was enjoyable. It's a very open map, but I don't think there was much issue with spam. Some players did bring up the concern, however. I would look into it.

[Design]
- The sky is over-saturated. I recommend trying #496575 or #3b4e59.
- The SUMMIT text is very nice, but I don't like the mountain much.
- The use of glow with the gravitators is an nice touch, and the arrows are also interesting.

[Comments]
    I have only tested this map in DM mode, and I'm concerned over the long lines of sight for COOP. It might be a good idea to give players more cover. Overall, this just isn't my style of map. The design is very interesting, but saturated backgrounds just aren't my thing. It's a personal taste, so aside from the sky I wouldn't worry much about it. Still, it was a decently fun map, and most of the other players I tested with agreed.
Sometimes draws ponies
Sometimes draws ponies
Sometimes draws ponies
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Re: [APPROVAL REQUEST] woahz-summit

Postby woahz » 13 July 2020, 17:45

Edit #2:
Updated map description.
Changed teams from Alpha/Beta to Red team/Blue team
It's alot easier to show changes in an image so check this screenshot instead:
https://prnt.sc/th12pd
+ Added cover on top of map, changed background hex to #496575

As a side note, I actually had another idea for that mountain pixel art, but thought it would take too many BG's as load time is already quite high.
Comparison:
https://prnt.sc/th1bru
https://prnt.sc/th199o
I could also approve the pixel art as decor, but that might increase load time even more than using BG's.
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Re: [APPROVAL REQUEST] woahz-summit

Postby Stryde » 13 July 2020, 23:56

Woahz-summit (2nd playtest) - Ditzy did first playtest
- Pixel mountain feels out of style with rest of PB2 universe https://prnt.sc/th674c (also commented on and not adjusted from Ditzy's first playtest)
- Clouds (since they are attached to movables) should be synchronized, and clouds could be placed higher in map as well (by maybe 50-60 px)
- Pusher values for antigravitators should be adjusted, there is a slight upwards movement upon standing in each pusher/antigravitator https://prnt.sc/th67wf
- No invisible door in antigravitators
- Water feels too deep (can be camped in to spam at other players) https://prnt.sc/th6884 Its recommended to make water like this shallower or have connected water ways for player movement.
- These current walls are easily glitchable from fall damage and this area of the map should be re-worked on both sides https://prnt.sc/th69bv
- Map has overbright areas that need to be adjusted to allow for realistic shadows. Limit amount of lights on map and use shadowmapsize enginer mark for realistic lighting
- Snow placement must be optimized to prevent weird wall/snow patterns https://prnt.sc/th6bsj https://prnt.sc/th6c4s
- Spawn killing is currently possible in this map and more cover needs to be added in order for this map to be considered for approval. Each red line represents a long lane that was mentioned as an open area during playtesting (this was also commented on from Ditzy's first playtest) https://prnt.sc/th7eje
- Make sure players cannot spawn in difficult areas of map by covering areas with a pusher or an invisible door if they aren't already https://prnt.sc/th6f3r
- Bury water and background on map to prevent poor glowing effect

Possibly use light decorations as sources of visible lights and shadowmapsize engine mark to generate realistic shadows

If something is unclear, feel free to PM me or reply back on this topic and I can try to make it clearer. 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] woahz-summit

Postby woahz » 15 July 2020, 19:53

changelog.

changes -- response:
    -invisible doors on gravitators
    -clouds raised
    -pusher values for gravitators slightly reduced to avoid 'slight upwards movement'. Reducing it more would cause you to be unable to reach the top while holding a gun and jumping
    -mountain generally looks better now, put on panel background for it to suit more to PB style
    -water buried 4pix into walls
    -reworked top left/top right of map, this also fixes snow issue. Crates drawn in front, let me know if not seeing part of foot while standing on them is a problem. I can't change offset for official decors (no idea why you can't btw) so i'd probably have to change the crates altogether for that to happen.
    -pushers drawn in areas that are bad to spawn in.
    -reworked middle area to include more cover. 'red shooting lines' should not work anymore.
    -shadowmap size now used, added lamps.

changes -- extra:
    -raised some walls to make parkour more consistent while holding a gun.
    -re-added invisible doors at map edges to prevent abuse of portnades to leave map
    -changed description again, relating it to pb2 lore a little.
    -can't see void at bottom anymore
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Re: [APPROVAL REQUEST] woahz-summit

Postby Stryde » 17 July 2020, 02:31

Woahz-summit (3rd playtest)
- Make crates slightly darker and have less blue hue to them https://prnt.sc/tj780h
- Some lights do not have light blue background around them while others do https://prnt.sc/tj78cj vs https://prnt.sc/tj78k3
I would honestly just not outline that wall with a light blue background
- Make these elevator paths in the highlighted region a slightly darker blue for contrasting purposes https://prnt.sc/tj78vw
- It is good you added cover to middle to reduce change of spawnkilling, but pistol C-01p can still penetrate these walls https://prnt.sc/tj79kj (it cannot penetrate 40px+ walls). I recommend making this one complete wall instead of trying to make it some aesthetic artwork with walls.
- This may be only lamp on map that has a HEX modifier https://prnt.sc/tj7b2l I would remove HEX modifier on the lamp entirely

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Re: [APPROVAL REQUEST] woahz-summit

Postby woahz » 18 July 2020, 23:36

changelog

changes -- response:
-crates are darker with less hue
-removed light blue background on left and right spawn platform (no idea why i kept it, it looked bad)
-elevator paths at spawn now darker, contrasts less
-changed cover at middle, should not be able to shoot through it now.
-removed HEX modifier on lamp in water part

changes -- extra:
-tweaked some jumps so you dont take damage when grabbing some walls holding a gun
-improved lighting in some areas. (near middle gravitator especially)
-walls are now 4pix in top left/top right area (you could only shoot through them if you hug the floor with X, making people below you unable to fight which is unfair).
-removed 2 crates which didnt serve much purpose
-removed some clouds that didnt have any need to be there
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Re: [APPROVAL REQUEST] woahz-summit

Postby Stryde » 21 July 2020, 01:01

Woahz-summit (4th playtest)
- Elevator paths still seem to have a light HEX modifier, try these elevator paths with similar HEX modifier to the dark crates? https://prnt.sc/tljbg0 https://prnt.sc/tljbq6
- Take door in red highlighted region and move down by 10 pixels (basically flatten top of mountain) https://prnt.sc/tljbw5

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Re: [APPROVAL REQUEST] woahz-summit

Postby woahz » 21 July 2020, 22:33

changes
-flattened top of mountain (down by 10pixels)
-adjusted elevator paths (structure at spawn, near platforms, and at window all adjusted)
-shadows look better in water area now.
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Re: [APPROVAL REQUEST] woahz-summit

Postby Stryde » 29 July 2020, 00:39

Today, your map had a public playtest. Here are the following changes to address and your map is all set:
- An invisible door needs to be added here so players cannot get stuck/glitch/camp in this area https://prnt.sc/tq61fc
- Add 2 HE grenades to map

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Re: [APPROVAL REQUEST] woahz-summit

Postby woahz » 29 July 2020, 14:41

changes (final?)
-Added invisible door
-Added 2 HE grenades to map.

Thanks for playtests :)
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Re: [APPROVAL REQUEST] woahz-summit

Postby Kiriakos Gr96 » 30 July 2020, 23:16

Map is now approved.
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