[APPROVAL REQUEST] lpzimm-fall

[APPROVAL REQUEST] lpzimm-fall

Postby lpzimm » 7 September 2020, 02:58

[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: Rainfall
- Map ID: lpzimm-fall
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=992031
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=lpzimm-fall

[3]
- Give a brief description of the map: Once I saw someone falling down but they shot someone while they were falling and it looked cool so I made this map.
- Why you think the map deserves to be approved: This map has unique gameplay - the soft-fall center and the long jumps you can make are fun.
- Any other comments: Vars are synced. Players have a lot of control over the elevators. The elevator control + var syncing might mess with the var syncing a bit I would need to play test that aspect more. I'm considering adding timer delays to the elevator buttons, but they can't be too long.

Before you say "needs more cover": PLEASE playtest the map in multiplayer. The map plays fine in that aspect.

Last edited by lpzimm on 21 September 2020, 00:46, edited 1 time in total.
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Re: [APPROVAL REQUEST] lpzimm-fall

Postby Kiriakos Gr96 » 11 September 2020, 00:52

1st playtest

Yes the map as you say lacks cover
but the main problem are the top and the bottom
Spoiler: Show More


I would suggest to make this dirt bg be grey or make it have more brown saturation.
Spoiler: Show More


The team that is in the elevator side can reach the top faster make the elevator have slower speed.
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Re: [APPROVAL REQUEST] lpzimm-fall

Postby lpzimm » 21 September 2020, 00:46

Kiriakos Gr96 wrote:Yes the map as you say lacks cover
but the main problem are the top and the bottom

> updated

Kiriakos Gr96 wrote:I would suggest to make this dirt bg be grey or make it have more brown saturation.

> changed bg, still not super comfortable with it tho

Kiriakos Gr96 wrote:The team that is in the elevator side can reach the top faster make the elevator have slower speed.

> testing says that both sides take 7s top to bottom with guns out.

Some crit from the chat:
Stryde: Right side relies on elevator that could be in the top state when they want to use it
> In COOP, elevator starts in bottom state. In DM, side symmetry doesn't matter.
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Re: [APPROVAL REQUEST] lpzimm-fall

Postby Stryde » 21 September 2020, 23:42

lpzimm-fall (2nd playtest)
- Right side of map needs another path to get up to top of map
- Elevator should be synced (if it isn't)
- More cover is required in top part of map, lower part of map (including water) - see first playtest for line of sight issues with such a small map where weapons can shoot across whole map

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Re: [APPROVAL REQUEST] lpzimm-fall

Postby lpzimm » 23 September 2020, 21:38

lpzimm-fall (2nd playtest)

- Right side of map needs another path to get up to top of map
Done

- Elevator should be synced (if it isn't)
Already is

- More cover is required in top part of map, lower part of map (including water) - see first playtest for line of sight issues with such a small map where weapons can shoot across whole map
Added even more cover on top, on the bottom I added a door in the middle, LMK how you guys like it.
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Re: [APPROVAL REQUEST] lpzimm-fall

Postby Stryde » 29 September 2020, 17:22

lpzimm-fall (3rd playtest)
- Door in middle only helps provide cover half of the time https://prnt.sc/uq1faw
- Line of sight issues https://prnt.sc/uq1ftr https://prnt.sc/uq1gmt https://prnt.sc/uq1gst
- Nearly instant spawnkill in COOP
- See rest of feedback from prior playtests as well

Map has been rejected at this time

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