Thank you all for taking the time to reply to my topic.
reject wrote:Background detail could be a bit better.
I've incorporated more backgrounds in Ebb, though it's not as colourful as your maps. xD
reject wrote:I like the upper left structure on blame.
I hated that structure but left it there for the sake of balancing both teams.
reject wrote:Though you should remove the water and make it a cave system, maybe with water near the bottom but not in all of it.
That's a cool idea, I'll think of a solution for that.
Spyglass wrote:Callous - Replace water with pusher and gravitator to look better.
I didn't like gravitators there because it's easy to die from hitting the walls on top, and it's harder to navigate with gravitators anyway.
Vexiled wrote:Angst
Aside from the cool name, this has plenty of room for improvement.
I guess it is worth mentioning that this is actually my first map in the series.
Vexiled wrote:Angst
There are blotchy shadows here and there, so try placing more lights or moving the lights around to be more consistent.
The lighting is actually on purpose.
Vexiled wrote:Angst
Not to mention that the whole map seems a bit bland, it could make do with a couple more platforms and extra backgrounds for better aesthetics.
True, but I wanted to keep it as simple as possible. Initially it was a 1v1 but then I'd decided to flip it and make it a fast-paced 2v2 game that involves teleporting.
Vexiled wrote:Blame
1. at the very left, don't have the structure free-standing without any BG to act as a, ah, "support".
Did you mean within the structure? Because I did add 2 black beams (emg I'm racist) under the structure.
Vexiled wrote:Blame
2. The lights in the underground are somewhat odd, try not to make them free-floating, attach them to a wall.
Thanks, it's fixed now. They were supposed to be flare-less lights.
Vexiled wrote:Blame
3. Unless this has changed since the time I'd last gotten on (Which has been quite a while), the noir lime players are at a disadvantage since they're slower, change that.
I tried to look for the actual speed from PB2 Wiki but I couldn't find any, so I had to test it in MP myself. Apparently, Noir Lime moved at the same pace as the CS.
Vexiled wrote:Callous
Why is there just a random strip of normal squared BG? Interesting to look at, but I'd prefer some type of cool pattern to replace it instead.
Well, even though I do find the background drably, I doubt making it look better will encourage players to play the map; aesthetics are meant for pleasing the better map developers nowadays. I will take note of this for future maps, though. Changing this right now is simply too tedious a work that will bear little to no returns.
Vexiled wrote:Callous
Also, don't have floating water, replace it with platforms and instead have water actually BE water, like in a small pool. If you insist upon it though, have the elevator path BG or the dark BG be on the open edges to act as a "container".
There is actually a laser where the water ends, even though it can't be seen on the screenshot. Also, I can't really picture what you're saying about the background at the moment.
Vexiled wrote:Callous
Also check up on the lighting, I could see some areas that are intended to be dark possibly, but others I'd recommend lighting up.
May I ask why? To me, it looks better when I play it in-game. If players wish to disable it they can opt for low setting.
Vexiled wrote:Dysphoria
The BG's look interesting enough, but I'd recommend mixing in some of the other squared BG's as well, just my opinion though.
At the moment, only the middle strip is different. And, I'm afraid if I do adopt your suggestion it'll turn out like Callous.
Vexiled wrote:Dysphoria
Also, the spawns seem extremely close to each other, especially the 2 people at the bottom, move them a little farther apart for gameplay balance.
How's this?
Vexiled wrote:Dysphoria
Finally, this is just a suggestion, I feel like you could add just a bit more to the map in general, give a little more room to move around (I love the vertical-type maps, so just make it a bit taller or something).
Since swords are short-ranged weapons, I feel that this is the appropriate map size for Dysphoria. Nonetheless, thank you for your suggestions.