Overkill (remade)

Multiplayer Maps here.

Overkill (remade)

Postby Terror Only » 16 October 2016, 18:12

i've made a few significant changes to the map. now it looks and feels a lot better than original version.

Code: Select all
Map name: Overkill
Map ID: terror only-overkill
Map description: old styled 4x4 arena
Map Page Link: http://plazmaburst2.com/?s=9&a=&m=terror%20only-overkill&id=769709
Map Demo Link: http://plazmaburst2.com/?s=2&map=terror%20only-overkill


try it out but just remember to set "display quality" to [high] before loading the map

rate 1-5 stars (i wouldn't mind if you rate it 1* because you feel like i don't deserve a better ldr)

if you've found some map flaw, share it. i'd like to know
User avatar
Terror Only
Falkok [250]
 
Posts: 259
Joined: 12 February 2016, 11:45
Location: pizza sauce

Re: Overkill (remade)

Postby o_Sniper_o » 16 October 2016, 18:42

[7/10] Architecture: Wonderful lighting. It was a bit stale but it had that "classic" feel to it. There were some areas which weren't very user friendly, such as the middle stairs with the deactivated gravitron. The door in Blue spawn was also an annoyance, albeit novel. I would remove the middle door and fix (or replace) the stairs to smooth out movement.

[7/10] Balance:
The map seems fairly balanced to me. Its an interesting 2-lane design but I could see that it wouldn't play well in a 2v2 scenario. 4 players as a maximum was an excellent decision. However Red team has more map control since they have both height advantage in middle, and the teleporter in their spawn.

[5/10] Concept: Its a classic design and it works well, there isn't much to say here.

[7/10] Overall:
Balanced map. I think you could do with opening up the corridor in middle a bit more to give players room to jump around. Well done, in your next map perhaps try messing around with aesthetic a bit more.
User avatar
o_Sniper_o
Usurpation Soldier [50]
 
Posts: 57
Joined: 16 July 2013, 06:39

Re: Overkill (remade)

Postby Terror Only » 16 October 2016, 23:44

o_Sniper_o wrote:The door in Blue spawn was also an annoyance

can you elaborate? the door with laser inside of it, right?

o_Sniper_o wrote:I think you could do with opening up the corridor in middle a bit more to give players room to jump around

i've added some extra room underneath it and removed one stair piece to give more space for jumping, self boosting, etc.
User avatar
Terror Only
Falkok [250]
 
Posts: 259
Joined: 12 February 2016, 11:45
Location: pizza sauce

Re: Overkill (remade)

Postby reject » 19 October 2016, 03:14

http://prntscr.com/cw2lpd is there a door here? seems random. no big deal.

Seems like you did red base very well and lost motivation to do blue base. Very dull, boring, and spammy along with unfair on the blue side. Red gets better guns, teleport, angle, cover, detail, while blue gets an awkward door which is unique yet not necessary. highly suggest changing blue side a lot. Red side is very well put together.

reject
Recruit
 
Posts: 24
Joined: 17 July 2013, 02:50

Re: Overkill (remade)

Postby Terror Only » 20 October 2016, 21:54

i did a few other changes. removed spammy guns and changed the layout

now the map is more of a mix of old and modern styles. it's not what i wanted my map to be in the very the beginning, but whatever

and reject, i didn't lose motivation when it came to bulding the blue base. watch pb2 official gameplay trailer at 0:29 and you will realize why i picked that design for it
User avatar
Terror Only
Falkok [250]
 
Posts: 259
Joined: 12 February 2016, 11:45
Location: pizza sauce


Return to Multiplayer Maps

Who is online

Users browsing this forum: No registered users



cron