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 BackgroundsInitially, 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 DoorsIt 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 LaserThe 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 GunsIt'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.