My other mediocre maps

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My other mediocre maps

Postby Traumatize » 24 October 2015, 15:26

Since my previous topic helped me to get 2 more people to check out my map, I figured it would be good to share the remaining creations (which I wasn't so pleased with) in this thread. Images in spoilers.

Angst -- http://www.plazmaburst2.com/?s=9&a=&m=traumatize-angst
Spoiler: Show More
||


Blame -- http://www.plazmaburst2.com/?s=9&a=&m=traumatize-blame
Spoiler: Show More


Callous -- http://www.plazmaburst2.com/?s=9&a=&m=t ... &id=692920
Spoiler: Show More


Dysphoria -- http://www.plazmaburst2.com/?s=9&a=&m=t ... -dysphoria
Spoiler: Show More


Feedback is welcome but I cannot promise to adopt all suggestions.

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Re: My other mediocre maps

Postby Silent Aurora » 24 October 2015, 16:28

I love how they are all unique just by looking at its preview.

Once im.on laptop ill check them out in-game
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Re: My other mediocre maps

Postby Krutz » 24 October 2015, 16:49

the only one i like is dysphoria

the rest are generally unbalanced

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Re: My other mediocre maps

Postby Kiriakos Gr96 » 24 October 2015, 17:08

all maps looks very good
about the Blame -- remeber in coop noirs are slower than the civil lites
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Re: My other mediocre maps

Postby Traumatize » 25 October 2015, 06:31

Krutz wrote:the only one i like is dysphoria

the rest are generally unbalanced

That's the only symmetrical map I made. ;_;

KIRIAKOS GR96 wrote:about the Blame -- remeber in coop noirs are slower than the civil lites

Initially I had CS Heavy as the opposing team. After I tested Blame in multiplayer, I found out that Noir Lime and CS Lite move about the same speed so that's why I ended up with the pairing.

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Re: My other mediocre maps

Postby xChakra » 25 October 2015, 14:14

They are all beyond average, I enjoy how you took your time, and made sure most things were the best they could be. You have a leg-up on pretty much every new map-maker here.
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Re: My other mediocre maps

Postby Galaxy Hero » 30 October 2015, 21:08

I prefer Callous,the others are just not my cup of tea

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Re: My other mediocre maps

Postby Traumatize » 1 November 2015, 13:32

Galaxy Hero wrote:I prefer Callous,the others are just not my cup of tea

That's what I felt like after creating Callous, but it's not that good either. I'll (try to) improve with time.

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Re: My other mediocre maps

Postby reject » 2 November 2015, 20:51

Background detail could be a bit better. I like the upper left structure on blame. Though you should remove the water and make it a cave system, maybe with water near the bottom but not in all of it.
I like grapes.

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Re: My other mediocre maps

Postby Spyglass » 16 November 2015, 14:05

Not bad. They are quite simplistic yet seem fun.

Callous - Replace water with pusher and gravitator to look better.

The rest are ok.

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Good Job

Postby Vexiled » 17 November 2015, 02:53

Well, you seem to have originality going for you, and from the looks of it they also seem to be fairly balanced (Though I'm only looking, so I'll let others decide that one). I like Blame particularly as it has a cool split between above-ground and below, along with unique structures.

Now, time for CC (Constructive Criticism):

Angst
Aside from the cool name, this has plenty of room for improvement. There are blotchy shadows here and there, so try placing more lights or moving the lights around to be more consistent. 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.

Blame
This one seems fine to me, and looks like it would be fun and balanced to play. There are only 3 things I'd recommend for this: 1. at the very left, don't have the structure free-standing without any BG to act as a, ah, "support". 2. The lights in the underground are somewhat odd, try not to make them free-floating, attach them to a wall. 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.

Callous
This one seems alright, but the background is somewhat simplistic. 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. 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". 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.

Dysphoria
This one seems alright, but could use a couple tweaks. 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. 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. 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).
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Re: My other mediocre maps

Postby Kiriakos Gr96 » 17 November 2015, 21:31

nexir wrote:
reject wrote:Background detail could be a bit better.


LOL


nexir please dont 1-word post
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Re: My other mediocre maps

Postby Silent Aurora » 18 November 2015, 11:34

nexir wrote:
reject wrote:Background detail could be a bit better.


LMFAO SIKE

*fades into darkness*


Nexir, avoid free posting.
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Re: Good Job

Postby Traumatize » 20 November 2015, 16:15

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.

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