dm/coop/tdm map

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dm/coop/tdm map

Postby RawrNutHug » 5 July 2017, 13:29

rawrnuthug dm3 [MP]
rawrnuthug-triples



[200 HP]

8x Alien Shotgun
8x Alien Rifle
8x Defibrillator
4x Raygun


Map Page Link: http://www.plazmaburst2.com/index.php?s=9&a=&m=rawrnuthug-triples
Last edited by RawrNutHug on 21 June 2021, 18:14, edited 4 times in total.
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Re: 3v3 Map

Postby Krutz » 8 July 2017, 22:21

i really like this map

ive noticed your chances to the map in regards to the weapons and teleportation triggers as well as the room beneath

the border pushers, the teleportation triggers, the wall placement, and the lighting are all well done

my only complaints would be about the backgrounds, doors, and the grenade launchers in relation with the hp

i dont mind the team-specific backgrounds in their respective spawns even though it looks a bit overly vibrant, but i simply dont like the usurpation-basic mesh that you made

i dont mind that you edged the basic backgrounds with elevator backgrounds; it looks fine

i think that the hp is too low to have a grenade launcher about; i appreciate that you only included 3 launchers, but i think you should reduce that to 2 and up the hp to 200. another thing ive noticed is that you made shotguns retrievable nearby in the spawns, but only made 2 when there are 3 team members—i think you make the shotgun a RARE weapon, like the launcher, or a COMMON weapon that every player can be reasonably expected to have

if you choose the latter, place a shotgun somewhere near the player's spawn that is closest to the center (for example, for the bottom left spawn of the red team)

im not sure if you intended the second room of the map to be dark; if so, i suppose thats fine

tiny gripes i have are the lasers on the edges of the map near the spawns—it bothers me that the laser points directly to the corner of the edge of the wall, so i would extend the edge by 2 pixels

and

the laser atop the entire map—seems like itll be rather frustrating playing around it and i think a door with a small platform above it would do a better job at restricting movement in that area

my biggest complaint about this map would be the doors—i really dont like how they work because they require players to awkwardly collide into the door for it to open, and even though they have a short pusher triggering range, they dont even open fast enough to accommodate for a player's walking velocity

generally, a door's triggering range should SCALE with its speed—a slow moving door should have a large triggering range, so that if a player is within distance, the door is OPEN by the time he reaches the door

TL;DR
pretty good map all around with weaponry, walls, lighting, pushers; dont like the backgrounds a bit, hp is a little low, and the door operations are annoying to say the least

Krutz
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Posts: 166
Joined: 20 October 2013, 16:52

Re: 3v3 Map

Postby RawrNutHug » 9 July 2017, 04:21

Spoiler: Show More
Krutz wrote:i really like this map

ive noticed your chances to the map in regards to the weapons and teleportation triggers as well as the room beneath

the border pushers, the teleportation triggers, the wall placement, and the lighting are all well done

my only complaints would be about the backgrounds, doors, and the grenade launchers in relation with the hp

i dont mind the team-specific backgrounds in their respective spawns even though it looks a bit overly vibrant, but i simply dont like the usurpation-basic mesh that you made

i dont mind that you edged the basic backgrounds with elevator backgrounds; it looks fine

i think that the hp is too low to have a grenade launcher about; i appreciate that you only included 3 launchers, but i think you should reduce that to 2 and up the hp to 200. another thing ive noticed is that you made shotguns retrievable nearby in the spawns, but only made 2 when there are 3 team members—i think you make the shotgun a RARE weapon, like the launcher, or a COMMON weapon that every player can be reasonably expected to have

if you choose the latter, place a shotgun somewhere near the player's spawn that is closest to the center (for example, for the bottom left spawn of the red team)

im not sure if you intended the second room of the map to be dark; if so, i suppose thats fine

tiny gripes i have are the lasers on the edges of the map near the spawns—it bothers me that the laser points directly to the corner of the edge of the wall, so i would extend the edge by 2 pixels

and

the laser atop the entire map—seems like itll be rather frustrating playing around it and i think a door with a small platform above it would do a better job at restricting movement in that area

my biggest complaint about this map would be the doors—i really dont like how they work because they require players to awkwardly collide into the door for it to open, and even though they have a short pusher triggering range, they dont even open fast enough to accommodate for a player's walking velocity

generally, a door's triggering range should SCALE with its speed—a slow moving door should have a large triggering range, so that if a player is within distance, the door is OPEN by the time he reaches the door

TL;DR
pretty good map all around with weaponry, walls, lighting, pushers; dont like the backgrounds a bit, hp is a little low, and the door operations are annoying to say the least


Thank you for taking the time to write a review.

There were some things you pointed out that I've come to agree on:

The Backgrounds
Initially, I thought the map could use more aesthetic (team-oriented backgrounds and the usurpation/basic crossover), but now I realize it did kind of looked funky, so I sorted that out.

The Doors
It did feel a bit clunky to be honest, but didn't irk me at all, so I guess it's just a preference. I adjusted the trigger range just so it feels fluid.

The Laser
The laser was just an extra. I felt the map needed something at the top and it seemed like it was the best idea at the time. I did what you said and replaced it with an automated door.

The Guns
It's only a small change, so I've made the shotguns accessible to all the players and reduced the grenade launcher count down to two.

Regarding the HP however, I chose to make my maps based on the approved standards, so the highest I could set the HP was 150. And my thought process behind the gun selection was to have a spread weapon, one to two precision weapons, and a projectile weapon. These were the factors I thought would make the gameplay more challenging since the map was small.
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Re: 3v3 Map

Postby Krutz » 9 July 2017, 07:42

i see, but i think it should be known that it is not required for a map to have 150 hp to be approved

ive seen what you made atop the map and that its quite accurate to what i was thinking; though, i dont think it should be a reciprocating door AND the wedge atop the platform is a bit too big (id say remove it entirely and leave the 5 pxl platform) and gives too dominant of a position

those doors dont compliment pb2's lack of synchronization, which would be a problem in deathmatch modes (in some clients, bullets will collide with a door that is fully extended whereas some will fly true, underneath while it is retracted)

i think you should just make it like your other doors

also just to note, i actually liked the concept of the map being a floating mass more than what it is currently (with the sand that you have added at the borders)

but ye well done

edit: i forgot to mention that i think there are too many grenades in this map—2 shield and teleportation grenades is a bit much to have for every player. i dont mind that youve included them; in fact, its a good choice to have shield grenades in maps that may have overly strong positions and grenade launchers, but its a bit chaotic to have that many. i say restrict every player to 1 or 2 explosive grenades, and 1 teleportation and shield grenades.

Krutz
Advanced Usurpation Soldier [150]
 
Posts: 166
Joined: 20 October 2013, 16:52


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