[APPROVAL REQUEST] LPZimm-crash

[APPROVAL REQUEST] LPZimm-crash

Postby lpzimm » 26 July 2020, 23:02

[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: Crash
- Map ID: lpzimm-crash
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=990323
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=lpzimm-crash

[3]
- Give a brief description of the map:
Guns: I chose sniper/shotgun for a few reasons:
- I dont think we have many sniper/shotgun maps approved anymore, but it was one of my favorite styles of weapon
- People generally dont spam sniper or shotgun to get kills, and this map is fairly open so I think thats important.
- I didnt do any extra pickup guns because it seems like they all tend to be dropped in the same place (the pool between the ship and the building - most people seem to die above there). It made collecting guns kinda rote.
General layout: Ive been stewing on a crashed ship with a steep diagonal top for a while.
Backgrounds: I went for something old because I prefer it that way.
Teleports: Originally I only had one, the locations were more or less Strydes idea.
Big thanks to Stryde and everyone who playtested my map for the crit!

- Why you think the map deserves to be approved: I think this map deserves to be approved because it combines elements of gameplay I think are unique but belong in competitive PB2: Vertical movement, purposefully built boost spots, sniper/shotgun gun combo, and flow based on control of a center point of the map that's actually empty space.

- Any other comments: Thanks to everyone who playtested, thanks in advance to everyone who'll give feedback and criticism!

Also, I hosted this map a bunch in mp but it only has two mp plays, kinda weird.

THINGS I WANT TESTERS TO LOOK OUT FOR:
- Is there anything you don't like about the teleports?
- Are there any points on the map where the flow is bad when using momentum?

Current preview:
Spoiler: Show More
Last edited by lpzimm on 29 July 2020, 00:31, edited 2 times in total.
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lpzimm
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby Balem » 27 July 2020, 00:45

lpzimm-crash

Well, to be honest i think you should make alien base smaller (Like at the same level of the CS base) getting top instantly (spawns are near to top) gives you a ton of adventage on COOP mode ( https://prnt.sc/toymq5 ), but if you wish to keep the base like that, you have to fix a lot of things

1- Lights are needed there, if you're making the map with low display quality i'd recommend to use them in high while you're making maps so you can take care of glowing edges/shadow issues
https://prnt.sc/toyksa

2-People can fall there if they get pushed by bullets and die there, you could do something like this
https://prnt.sc/toylta

3-Why is this wall there? you could get it out, would look better ;)
https://prnt.sc/toymw9

Well thats about Alien's base, about CS base:

1-Make this larger to the right 20/30Px larger
https://prnt.sc/toylci

2-Let players go through the AG, i highly recommend you using Speed Y:-0.4/-0.5 to prevent fall damage
https://prnt.sc/toylgm

3-You could add a light there too
https://prnt.sc/toyr54

4-a larger wall here could contain camp to teleport in base
https://prnt.sc/toys0m

I could say more but that would be more like a personal opnion and i can't critize in that way, anyways for now i just saw those details around the map, feel free to DM me if you need help with something, good luck!

Balem
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby lpzimm » 27 July 2020, 01:01

Well, to be honest i think you should make alien base smaller (Like at the same level of the CS base) getting top instantly (spawns are near to top) gives you a ton of adventage on COOP mode ( https://prnt.sc/toymq5 ), but if you wish to keep the base like that, you have to fix a lot of things
> Yeah true, moved alien spawns down. I want coop to be fair enough that people won't take advantage of the map, but this map is made for DM.

1- Lights are needed there, if you're making the map with low display quality i'd recommend to use them in high while you're making maps so you can take care of glowing edges/shadow issues
https://prnt.sc/toyksa
> I do sort of like the darkness, but I added some dim lights.

2-People can fall there if they get pushed by bullets and die there, you could do something like this
https://prnt.sc/toylta
> Yeah that's probably good, changed.

3-Why is this wall there? you could get it out, would look better ;)
https://prnt.sc/toymw9
> You're right, it was kind of screwing things up, changed.

1-Make this larger to the right 20/30Px larger
https://prnt.sc/toylci
> Good idea, changed.

2-Let players go through the AG, i highly recommend you using Speed Y:-0.4/-0.5 to prevent fall damage
https://prnt.sc/toylgm
> AG is supposed to be fast and entered from the bottom or bounced off of.

3-You could add a light there too
https://prnt.sc/toyr54
> Done!

4-a larger wall here could contain camp to teleport in base
https://prnt.sc/toys0m
> I'm sort of confused about what this says

I could say more but that would be more like a personal opnion and i can't critize in that way, anyways for now i just saw those details around the map, feel free to DM me if you need help with something, good luck!
> Feel free to voice anything you like! I won't always agree, of course.

Thanks for the crit!
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby Stryde » 28 July 2020, 23:10

lpzimm-crash (1st playtest)
- Top left of map needs to be reachable with weapon equipped, not just swords https://prnt.sc/tq5f1i - maybe use an antigravitator
- Better wall overlap required here to prevent possible player glitching https://prnt.sc/tq5fcl
- Map needs lights in left building
- Both teleporters need a longer cooldown, 1 second is not good enough
- Teleporters must be disabled at start of COOP mode only for the first 7-10 seconds of the round
- Water on map sits 20px below walls, but this water pit sits 30px below the wall https://prnt.sc/tq5gwd This water pit could also be slight deeper since you are falling from a large height above

Stryde
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby lpzimm » 29 July 2020, 00:19

- Top left of map needs to be reachable with weapon equipped, not just swords https://prnt.sc/tq5f1i - maybe use an antigravitator

> It was technically reachable with walljump, but it might be a bit unreasonable. Added AG.

- Better wall overlap required here to prevent possible player glitching https://prnt.sc/tq5fcl

> Done.

- Map needs lights in left building

> Done.

- Both teleporters need a longer cooldown, 1 second is not good enough

> Tele was bugged. Fixed.

- Teleporters must be disabled at start of COOP mode only for the first 7-10 seconds of the round

> Done for the same amount of time as normal (240f)

- Water on map sits 20px below walls, but this water pit sits 30px below the wall https://prnt.sc/tq5gwd This water pit could also be slight deeper since you are falling from a large height above

> Done

Thanks again stryde :)

Edit: also moved back the bottom floor from the water - I kept falling on it and dying.
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lpzimm
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby Stryde » 2 August 2020, 23:56

lpzimm-crash (2nd playtest)
- Add light in water for realistic lighting https://prnt.sc/tsvjoj
- Use shadowmapsize e-mark to generate realistic shadows for your lights, I think some light power may be too high and their positions can be easily made out even if they are set to invisible light\
- Adjust lighting in this area accordingly https://prnt.sc/tsvk6c
- Make this wall slightly larger so its bigger than teleporter https://prnt.sc/tsvkux

Stryde
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Re: [APPROVAL REQUEST] LPZimm-crash

Postby Kiriakos Gr96 » 6 August 2020, 00:09

Map is now approved.
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