[APPROVAL REQUEST] CreeperHunter55-CH

[APPROVAL REQUEST] CreeperHunter55-CH

Postby CreeperHunter55 » 1 September 2020, 13:44

[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: || Concrete Halls ||
- Map ID: creeperhunter55-ch
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... unter55-ch
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=c ... unter55-ch

[3]
- Give a brief description of the map: symmetrical map, alien theme, 3 halls, 1 pit.
_Map size: medium;
_150 HP for each player;
_Main Weapons:
--- Alien Rifle,
--- Alien Rail Shotgun,
-- Defibrillator,
- 2 HE nades & 2 Port Nades;
_Max players - 8;
_Game Modes allowed: COOP / TDM / DM


- Why you think the map deserves to be approved: this map is unique in gameplay and design (continue of my space maps). It has a lot of features as for pro players, as for newbies. The map is well made from a technical point of view.

- Any other comments: Сoup of the Usurpation Destroyers against its government. Advanced Usurpation Soldiers fight to take them down.

Last edited by CreeperHunter55 on 2 September 2020, 01:08, edited 1 time in total.
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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby Balem » 1 September 2020, 20:35

Hi creeper, nice map and design, actually i like it a lot, but i found some issues u should check
https://prnt.sc/u9tuid you could add a pusher with some gravity there, so it prevents a bit the fall damage, like to make the fall slower but not that much, i noticed it has stability damage too, a bit of gravity there would be a nice addition

Also, this wall is a bit annoying https://prnt.sc/u9tz6y was this on purpose to prevent a jump to the other side?

This area looks a bit too dark (on my opinion)
https://prnt.sc/u9u1h1
https://prnt.sc/u9u0br

Were those shadows made on purpose? https://prnt.sc/u9u1ve

Besides that, i dont have any other question, i hope it gets approved to play it on ranked ^^, Good luck

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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby CreeperHunter55 » 1 September 2020, 22:42

You're right at every point, Balem :) Thanks for the feedback, all issues were fixed
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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby Stryde » 6 September 2020, 17:28

- Desaturate the yellow background area to be a similar hue to the gold background https://prnt.sc/ucj8i3
- I would honestly swap alien rail shotgun out for alien shotgun for more competitiveness/arena style map in my opinion.
- You can fall down this gap, die to fall damage and not be teleported https://prnt.sc/ucj9h3
- Middle area feels weird having it be the only area with low gravity in map, but I guess it could work
- Teleporters should have a cooldown
- Excess engine marks (syncing variables when you dont have any to sync, level editor error checker when there are none to check)

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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby CreeperHunter55 » 6 September 2020, 18:58

1. Fixed hues of yellow and red (a bit) BGs http://prntscr.com/ucko2x
2. Don't see any strong points to swap rail shotgun to bullet shotgun. First of all, there're already many maps with that combo of alien rifle+shotgun. Second, you have bullet gun and rail gun as 2 main weapons, even more: Bullets can go through walls / Rail - no; Bullets can be reflected / Rail projectile can't be reflected by swords + easier to finish dying enemy; Bullets have speed of projectile / rail reaches its goal instantly. So where's the point to swap the combo which already has 2 different gameplay styles to another + - similar weapon to alien rifle?
3. Fixed
4. It is the only place of outer space on the map, the levitating BGs show it to you (it even has an animation), that there's zero gravity. + this is a good feature in map where you can self-boost from bottom to the top faster then other ways (but dangerous).
5. Teleporters now have 3 sec CD
6. Excess EMs were deleted.

Map preview updated;



Thank you for your feedback.
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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby Stryde » 6 September 2020, 21:16

2nd playtest:
- Map needs more realistic lighting in areas https://prnt.sc/ucmh65 https://prnt.sc/ucmj5h
- Have lasers do cutting damage to players https://prnt.sc/ucmik9
- Remove step here to prevent people camping ledge (if its at all even possible to spawn there..) https://prnt.sc/ucmik9
- End boundary pushers directly interfere with map now https://prnt.sc/ucmi36
- Automatic doors in bottom level of map need to shut faster to prevent whole bottom lane from staying open

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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby CreeperHunter55 » 7 September 2020, 18:35

1. What do you mean "realistic lighting"? I'd recommend to learn how light travels in space, if you want "realism". So far it is just a 1 point of design at map, more striking objects should cast a shadow on the less bright from window and from outside space. At the map bright lights are visible lamps and teleporters, Not artificial lighting comes from windows and pit. Anyway you were right about lighting at your first screenshot. Fixed: http://prntscr.com/ud5rgx http://prntscr.com/ud5rng ;
2. Fixed, lasers are hard red now, so it looks more dangerous http://prntscr.com/ud5ry9 ;
3. You can't camp on that step, there're lasers and pushf region with cutting damage, you can see it in map's source http://prntscr.com/ud5sai ;
4. Fixed;
5. Now doors shut after 1 second, so it can't be that 2 doors are open at 1 moment by 1 player.

Map preview updated
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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby CreeperHunter55 » 9 September 2020, 00:32

Changelog:
Improved design (sky hex & BG offsets), map preview updated

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Re: [APPROVAL REQUEST] CreeperHunter55-CH

Postby Kiriakos Gr96 » 11 September 2020, 00:32

map is now approved.
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