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Other Wave XII Feedback Thread

Discussion in 'Map Submissions' started by b0squet, Feb 9, 2017.

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  1. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Martian's Outpost has a terrible flagroom. Not only is it possible to ghost cap due to the roof entrance, but its very easy to defend (needs more exits).

    Also, there's relatively strict restrictions on engineer around the flagroom (which is good), but there's still ways of getting the turret on the roof of the flagroom.
     
    #21 SoCool21, Feb 15, 2017
    Last edited: Feb 15, 2017
  2. pandanielxd

    pandanielxd its panda daniel

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    im not gala but this is an obvious question how should he fix this?
     
  3. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I don't really know/care, I'm not an experienced map builder like he is.
     
  4. Xelasi

    Xelasi Well-Known Member

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    I listed fix ideas for some of this about ten posts up, but no one else had mentioned it being an issue so it wasn't adjusted. Thank you guys for mentioning it.

    My suggestion was to shift over and widen the flag room exit furthest from spawn and provide more ways to the roof via sponges and ladders. Anyone else have more and/or better ideas?
     
  5. GalaThundR

    GalaThundR Mcpvp Veteran

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    If this gets more support I'll redesign the flagroom. That isn't a simple fix, that's going to change the gameplay of the map dramatically.
    I'll work on restricting engi on the base more.
     
  6. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I honestly thinking just adding a way into the flagroom from behind the flag post would be good (well the front), or moving the flag post nearer to the dropzone.
     
  7. November

    November november

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    i am not a huge fan of engineer but there is SO much restriction on platforms V. you have to go outside the entire flag building and onto the grass bit to place anything
     
    • Agree Agree x 2
  8. LeDoener

    LeDoener Active Member

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    75% of the rotationmaps are wrong restricted or need some restrictions, but the most mapbuilder arent activ and mods didnt want to change it.
    90% of the maps need a few changes, for example: removing flagsniping positions, close turrents, better ways to get into a flagroom, adding little buildings for blocking headshots etc.
    And some maps like Opposites Collide [1130], Villagio Chiesa [220473], Breaver Creek [370] are still in the rotation. For me these maps are unplayable because of the bad flagroom design/ways and only there to farm kills or stay afk for the next map.
    So i prefer that some ppl to be come together with a mod/smod(lul ctf hasnt one) and discuss over/edit/remove maps.

    I know that will not happen but i wanted to say it. ¯\_(ツ)_/¯

    #edit
    idea: what if we add every month a tiny amount of maps (maybe 1-2) and remove some? so we dont need a big trailer for that and there would be a diversity in ctf.
     
    • Informative Informative x 1
    #28 LeDoener, Feb 16, 2017
    Last edited: Feb 16, 2017
  9. Xelasi

    Xelasi Well-Known Member

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    [I like the rotating map idea. Maybe swap out the bottom 5 maps every month imo, quick map edit before putting them in the rotation to see if changes increase ratings and it'll also give the bottom 5 Maps a chance to make any fixes to make more playable.]

    If you could screenshot problem areas with restrictions it would be really helpful.
     
    • Agree Agree x 1
    #29 Xelasi, Feb 16, 2017
    Last edited: Feb 16, 2017
  10. LeDoener

    LeDoener Active Member

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    Xelasi it isnt only the restrictions.

     
  11. Xelasi

    Xelasi Well-Known Member

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    If you could provide screenshots of particular areas when ideas to fix these things come up it would be really helpful ^^ pls

    Broad statements are less likely to make changes than specific trouble areas with ideas attached
     
    • Agree Agree x 1
  12. LeDoener

    LeDoener Active Member

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    Sure i will make screenshot and pn these to you.
     
    • Like Like x 1
  13. xxMineSheepxx

    xxMineSheepxx baaaahh

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    Wondering if my map (Kauwela Shore) can be committed? I made changes that may benefit gameplay ^^
     
  14. LeDoener

    LeDoener Active Member

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    Message b0s or Nohox for that. They must save your edit on build.
     
  15. pandanielxd

    pandanielxd its panda daniel

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    This thread is made by b0s soo

    http://imgur.com/1UYVOeR the carpets in clocktower are kinda frustrating because the fire is at headlvl because of them @GalaThundR
     
    • Like Like x 1
  16. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Willow Pass:
    Sponges at spawn just take you into the building, really annoying and when you are trying to go as a group, it just splits you up.
    Sponges into the flag room are hard to get into (When you go on the sponge, you can easily get knocked back down).
    A lot of the trees near spawn have way too many good camping spots, either make it climbable via the vines or add sponges to the trees.
    Flag is way too open and if you have 2 pyros+ it's very hard to cap.
    If a soldier gets out it's very hard to recover because of the tall buildings with different levels and trees.

    Honestly, probably the worst map from the new wave, sorry.
     
    • Informative Informative x 1
  17. Xelasi

    Xelasi Well-Known Member

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    First time anyone has bothered to point out changes. I'll see what I can do, thank you.
     
  18. LeDoener

    LeDoener Active Member

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    If you let the whole community vote for new maps without any involve from the committee ¯\_(ツ)_/¯.

    Same with the Martian Outpost 332028 map, looks nice but the gameplay is fckd asf. You can enter easily the flagroom from the roof but its nearly impossible to get out because of that corners.[Here, here and here.] Assassin is op on that map as well, u can drop down and kill the entire flagroom. [For more Here]

    Geo 336987: you can hide behind the mountian or what else that is and hs the enemyspawn. In general its a archer map. like moria

    Sphinxes 327372, here is the problem the midfield and the flagroom. midfield: way to open. i cant reach the enemyflagroom without 1-2 headshots. flagroom: its nearly impossible to get out or reach the flag if 2-3 ppl defending. ways are a bit to tiny. Here.

    Willow Pass 241146, look at sporty's comment

    Wisteria Grove 318744, its a nice map, nothing to say. make restrictions around the sponges [Here]

    Rocky Ruins 325556: for me a other version of killcreek. ¯\_(ツ)_/¯, that map is archer op asf.

    Molokai 116937: funfact that map has a underground system. bit too soldierop bc of that roof's [Here], otherwise nice map

    Kauwela Shore 345553: aaay that map, i like the idea of the flagroom, but you can hs the flag [Here], and from the tunnelway [here], barrierblocks are confusing a bit maybe place some carpets on it. the volcanic crater is a archer heaven.

    Unholy Faith V 345222: hm, i dont like that map, its nice for the nostalgia. still archer OP map and now u can stand on the sideways and hs ppl.

    Platforms V 325002: i think Dokkedal is a huge fan of halfslabs and stairs. im sticking in that sometimes.

    Dragon Valley V 321972: nice map nothing to say. fill the hole under the flag, u can glitch in there with ninja [Here]

    Clocktower V 347515: im waiting for clocktower XXX in the eighties science fiction style. Fix some restricts [Here]

    Academy II 329797: yes another rework without big changes, fix some restricts


    Thats my opinion for the new wave.
     
    • Like Like x 3
    • Winner Winner x 1
    #38 LeDoener, Feb 19, 2017
    Last edited: Feb 19, 2017
  19. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I agree with this, academy 2 was more of a reskin than a rework.
     
  20. Xelasi

    Xelasi Well-Known Member

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    Awesome feedback, guys.

    The hard thing with original maps is that you can try your best to predict how gameplay will end up and try to predict which spots will be camping spots, which routes will be taken 90% of the time, which spots will be major engi trouble areas, but it's hard to actually know how it turns out and think of ways to fix it until you've played it enough to identify areas that cause consistent problems.

    Thank you guys very much for taking the time to help identify some things. People rarely mention map issues to the builders, and I'm hoping the dialogue can be more consistent so that we can attempt to fix things sooner rather than later.
     
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