[APPROVAL REQUEST] coda-wave

[APPROVAL REQUEST] coda-wave

Postby coda » 18 July 2020, 22:55

- 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: Wave
- Map ID: coda-wave
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=990095
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=coda-wave

[3]
- Give a brief description of the map: A map with a dreamy blue sky.
- Why you think the map deserves to be approved: The map is really clean and is balanced and not outdated.
- Any other comments: NO
Last edited by coda on 22 July 2020, 13:46, edited 1 time in total.

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Re: [APPROVAL REQUEST] coda-wave

Postby phsc » 22 July 2020, 13:45

This map is interesting, it plays in a kind of unique way where it is hard to kill someone from far away and easy to kill them when close but also hard to survive, it is a map that requires some skill to hit people with the slot 5, and it is not spammy even with the shotgun, the map design itself seems fine, fluid, confusing at first but most maps are, once you get used to it it is fine.
Some of the things I told you when I played this with you:
Door, synced? based on a region on player activation instead of an USE button? I just had this idea for an interesting game mechanic where if you open it on the top part it moves it down and closes the bottom part, so you have to switch it around, could be useful since that area is kind of big, justifies the use of the buttons as well, also the lamp amount, for some reason the approval team dislikes a ton of lamps? and there is a pretty high amount, also the map's looks are pretty simplistic, I do not have a problem with that but a lot of people do, unsure about how to make it more interesting, I had an idea but it would be too hard to execute, it would look very unique for it's majority but it involves using backgrounds smaller than 1 grid in the editor, also you added:
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While copying the approval form, fix that, it gives a bad impression, also remember the edgeboosting thing.

https://www.youtube.com/watch?v=k0qmkQGqpM8
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Re: [APPROVAL REQUEST] coda-wave

Postby Kiriakos Gr96 » 29 July 2020, 02:35

https://imgur.com/a/Jl946NQ

1.The idea to make the bg ending like this is interesting but i thing its not smooth enough i would suggest to make like the level editor allows you

2.Add antigravities here.


Also the top part of the map needs some cover
In coop change the Zephyr skins with other team colors (like cs lites)
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Re: [APPROVAL REQUEST] coda-wave

Postby phsc » 29 July 2020, 15:07

Kiriakos Gr96 wrote:1.The idea to make the bg ending like this is interesting but i thing its not smooth enough i would suggest to make like the level editor allows you

Smooth? what do you mean? that it does not run smooth or it does not look smooth?
If the problem is the way it looks it can be easily fixed, by just adding more objects and making it smoother, or changing the pattern (the way it currently is is not purely mathematically perfect, its kind of done by eye, but it can follow a mathematical pattern if needed, or more objects can be added as well).
If the problem is lag, then how to measure lag? how to objective say THIS LAGS AND THIS IS OUT? because there are not that many objects, 134 for each side, that is less than a lot of maps, I asked a ton of people and nobody had lag with that, I actually did FPS tests using some of my maps and adding a FPS counter to them, and it at most falls like 2-5 in bad computers, which is irrelevant really, but my tests were done in a map with many more objects, I can publish the maps if needed for testing (my phsc-sniper remakes).
Also that was done with the editor and it is not hard at all to execute.

In coop change the Zephyr skins with other team colors (like cs lites)

I'm trying to understand what was said here, why change the skins? actually coda did change the skins but... why? Silk looks really strange, if it is because supposedly characters have different movement speeds and armor values, as far as I know the new ones actually do not (source being Ditzy, who also happens to be the creator of the Zephyr!).
If it is just visual, then... first is that the colors present in the skins actually differ pretty well, mostly how the Zephyr has the orange detail, and even then I think the Silk is one of the worst choices here, the original choice which was the Hexagon was pretty good in my opinion.

https://www.youtube.com/watch?v=k0qmkQGqpM8
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Re: [APPROVAL REQUEST] coda-wave

Postby coda » 29 July 2020, 16:26

MAP UPDATE: Added gravitators, Added platforms for topper cover, Changed skins

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Re: [APPROVAL REQUEST] coda-wave

Postby Kiriakos Gr96 » 30 July 2020, 19:53

phsc wrote:Smooth? what do you mean? that it does not run smooth or it does not look smooth?
If the problem is the way it looks it can be easily fixed, by just adding more objects and making it smoother, or changing the pattern (the way it currently is is not purely mathematically perfect, its kind of done by eye, but it can follow a mathematical pattern if needed, or more objects can be added as well).
If the problem is lag, then how to measure lag? how to objective say THIS LAGS AND THIS IS OUT? because there are not that many objects, 134 for each side, that is less than a lot of maps, I asked a ton of people and nobody had lag with that, I actually did FPS tests using some of my maps and adding a FPS counter to them, and it at most falls like 2-5 in bad computers, which is irrelevant really, but my tests were done in a map with many more objects, I can publish the maps if needed for testing (my phsc-sniper remakes).
Also that was done with the editor and it is not hard at all to execute.
yes im talking about how the wall looks about the game fps so far it seem the gameplay is good.

I'm trying to understand what was said here, why change the skins? actually coda did change the skins but... why? Silk looks really strange, if it is because supposedly characters have different movement speeds and armor values, as far as I know the new ones actually do not (source being Ditzy, who also happens to be the creator of the Zephyr!).
If it is just visual, then... first is that the colors present in the skins actually differ pretty well, mostly how the Zephyr has the orange detail, and even then I think the Silk is one of the worst choices here, the original choice which was the Hexagon was pretty good in my opinion.

Yes i suggested this skin change because the bg is blue and the characters are blue too (both team were)
The original where Zephyr and having blue everywhere imo is not nesessary.
Also i did not suggested silk? but cs lites.
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Re: [APPROVAL REQUEST] coda-wave

Postby Stryde » 31 July 2020, 00:36

Coda-wave (2nd playtest)
- Super accurate weapons easily abuse long lines of sight https://prnt.sc/trg8br https://prnt.sc/trg8ia https://prnt.sc/trg8ze
- Map currently lacks uniqueness, has a HEX modifier on BG and sky but feels un-unique compared to other maps
- Map page also needs information about map, such as weapons in map, HP, etc.

Re-work bottom map to have better cover. Adding one automatic door here doesn't provide sufficient enough cover to prevent spam if a user is to stay inside activation region of the door.

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Re: [APPROVAL REQUEST] coda-wave

Postby phsc » 31 July 2020, 16:48

Kiriakos wrote:Also i did not suggested silk? but cs lites.

Originally coda changed the characters on the right to Silk, which was looking pretty bad in my opinion.

Stryde wrote:Super accurate weapons easily abuse long lines of sight

How would that really be a problem? the CR-145 has a very slow projectile travel time which is extremely easy to dodge, the NXS-25 is a shotgun so it is not really a problem within that and even then it is not really spammable, I really don't see how this is a problem.

However coda did add some walls to prevent such long lines of fire.

https://www.youtube.com/watch?v=k0qmkQGqpM8
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Re: [APPROVAL REQUEST] coda-wave

Postby coda » 2 August 2020, 13:20

Thats quite true


More optimisation, changed sky, but couldn't reduce line of sights because guns aren't that spammable and the cr-145 has a projectile travel and in coop mode you are recommended to use cr-145 but in dm mode you are meant to use the NXS-25.
Last edited by Kiriakos Gr96 on 2 August 2020, 22:53, edited 1 time in total.
Reason: Double post.

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Re: [APPROVAL REQUEST] coda-wave

Postby Kiriakos Gr96 » 2 August 2020, 22:54

Also make sure that you have put the guns like this.
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Re: [APPROVAL REQUEST] coda-wave

Postby Stryde » 3 August 2020, 16:06

Coda-wave (3rd playtest)
You can't predict what weapon a player will use in a map where you give the player more than one weapon to use, that is why you need to address lines of sight, which haven't been.

- Bad lighting still exists in map https://prnt.sc/tsv8jl
- Map requires sufficient cover when accurate weapons are used on map
- Put invisible doors in AG https://prnt.sc/tsvabc
- Map currently lacks uniqueness, has a HEX modifier on BG and sky but feels un-unique compared to other maps

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MAP UPDATED

Postby coda » 4 August 2020, 12:51

Everything should be fixed and it is all updated.

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Re: [APPROVAL REQUEST] coda-wave

Postby Stryde » 6 August 2020, 00:11

Coda-wave (4th playtest)
- https://prnt.sc/tuquog
- Add 1 HE grenade and 1 port grenade
- These doors should be replaced with walls, as players can easily exploit them by grabbing up through the door pattern https://prnt.sc/tuqvlf
- This as a purple HEX? https://prnt.sc/tuqw2x
- End boundaries/bottom of map is currently visible and must be fixed https://prnt.sc/tuqw8v

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MAP UPDATED 2

Postby coda » 6 August 2020, 15:47

Done everything updated the doors are no longer doors they are now black walls and fixed bg and added nades and visible boundaries on the bottom.

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Re: [APPROVAL REQUEST] coda-wave

Postby CreeperHunter55 » 6 August 2020, 19:20

Nice update, is unique now. Your purple bg lines & dark blue looks awesome, feels like it's velvet
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Re: [APPROVAL REQUEST] coda-wave

Postby coda » 12 August 2020, 22:21

Bg more overlapped and changed guns to Pistol C-01p and Shotgun C-01s

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Re: [APPROVAL REQUEST] coda-wave

Postby Stryde » 30 August 2020, 23:02

Coda-wave:
- Fix background outline border https://prnt.sc/u8l43a
- The 10 px walls sticking up in the water region of map aren't needed if a middle block is there to provide some cover https://prnt.sc/u8l57n
- Perhaps double-layer the water to make it more visible and improve lighting in that area https://prnt.sc/u8l5vg
- Dark-hex modified BG to outline the door repeated pattern https://prnt.sc/u8l65n
- Increase height on top of each base so it cant be viewed within player radius https://prnt.sc/u8l6i7
- Bad headbump that needs to be fixed https://prnt.sc/u8l85v
Other suggestions: for wall pattern, use clean dark plate inside building but dirty dark plate outside of building

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Re: [APPROVAL REQUEST] coda-wave

Postby coda » 31 August 2020, 00:19

Everything updated and more improvements

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Re: [APPROVAL REQUEST] coda-wave

Postby Build » 31 August 2020, 14:51

Decent map, But here's some stuff I'd like to point out.

Imo the lamp should be in the center of the wall rather than in that position


I would like to see if water area is bigger for more gameplay
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Re: [APPROVAL REQUEST] coda-wave

Postby Stryde » 6 September 2020, 17:25

After giving map a final playtest, the map is now approved and the topic is locked.

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