1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Other Wave XIII Feedback Thread

Discussion in 'Map Submissions' started by b0squet, Aug 18, 2017.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. b0squet

    b0squet Ozymandias

    Joined:
    May 17, 2015
    Messages:
    224
    Ratings:
    +549
    Hey guys, b0s here.

    I'm sure you guys know the drill by now, but we have a new map wave that's been out for a little while, and we'd like your feedback on our current rotation (as well as issues with individual maps)! As usual, we'd appreciate if you guys substantiated any criticism/recommendations that you make (i.e. "I dislike Map A because of reasons x, y, and z," rather than just "I dislike Map A!"). If you're going to be discussing multiple maps / topics, it may also be a good idea to separate them into paragraphs & embolden each map name or topic.

    So, without further ado, we look forward to hearing your take on Wave XIII!
     
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

    Joined:
    Jul 3, 2015
    Messages:
    2,796
    Ratings:
    +2,157
    wave xiii is bad because beaver creek is still in the rotation
     
    • Agree Agree x 7
  3. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    @GalaThundR @puhdgy @Shawn_ @Insomniac__ y'all tag the rest for me I've gtg to work

    But insomniac__ is going to need a recommit on his map after he moves stuff from under the flag room. He's also thinking that the lighting trick that you guys have been using might also be causing some frame drops. Do you guys think that might be a thing? @puhdgy @GalaThundR

    I know that opp collide has some frame dropping issues as well.

    Chernobyl has archer problems, but I'm not sure how to fix it. Any suggestions?
     
  4. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    Well, first I'd like to say that this has been the overall most successful map wave since the move over to brawl. Everything was well planned out and the execution was almost perfect. It was great also we got to try out most of the potential maps and then deciding on the most likeable ones. Most of the maps that were brought into rotation via Wave XIII are great and I don't see many flaws. Only a couple I have some problems with.

    First off Skytown and Skyworlds V. This is not due to the maps design but rather that now we have 3 versions of Skyworlds now in the current rotation. Imo however, I think Skyworlds I should be removed or be considered being removed (or either Skytown or Skyworlds V) to avoid having 3 of the "same" map in rotation

    I'm also not a big fan of Night Raid II just b/c I get an insane amount of fps drop in the flagroom and I'm not sure how it is fixable.

    I'm not also a big fan of Moria (but that's just because I hate the map in general).

    That's all I gotta say. All the other maps seem to be fine imo with balanced gameplay.
     
    • Useful Useful x 1
  5. Deppuccino

    Deppuccino Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    1,596
    Ratings:
    +341
    7/10 Not enough Atlantis
     
    • Agree Agree x 3
  6. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
    902
    Ratings:
    +721
    Discord:
    GalaThundR#7914
    Regarding the lighting issue, is it in-game or on build?
    I'm going off the assumption he did //fixlighting | //removelighting.

    If it's lagging on build that means lighting is still being updated so I would say to wait 30 seconds - 1 minute for the lighting to completely update before committing.
    If it's lagging in-game that means the map may have been committed before all the lighting has updated and is being updated in-game by mages, medics, etc. or just updating naturally.
    There's also the situation of too many non-solid blocks such as slabs/stairs, glowstone, glass, skulls, etc. that all also cause fps drops.
     
    • Useful Useful x 2
  7. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    The fps issues are happening in-game. Anyone with secret rooms under the flagroom needs to relocate them somewhere that fps isn't as crucial.
     
    • Useful Useful x 1
  8. Insomniac__

    Insomniac__ Member

    Joined:
    Oct 13, 2016
    Messages:
    33
    Ratings:
    +34
    I did the glowstone glitch and i think that was the problem. Ive done //removelighting then //fixlighting and it seems fine now. cheers
     
  9. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
    902
    Ratings:
    +721
    Discord:
    GalaThundR#7914
    One thing, on the new opposites collide there's lighting errors galore especially in the underground sections. Could someone fix those along with removing a good portion of the skulls and plants? that map is a fps killer.
     
    • Useful Useful x 1
    #9 GalaThundR, Aug 19, 2017
    Last edited: Aug 19, 2017
  10. Freedom_35

    Freedom_35 Well-Known Member

    Joined:
    Jul 27, 2016
    Messages:
    505
    Ratings:
    +440
    Aquafus V has a big spawnshoot problem. However, this is not a real shock, because all Aquafus versions have a problem like that. My suggestion would be, maybe making a wide screen (4 blocks high, 15-20 wide) made out of stained glass? (Red for red side and blue for blue side). This is just my suggestion, but I think it could help the spawncamping problem.

    Also, I agree with @Ducksfan101 that there are too many Sky(worlds/town) maps. My personal suggestion would be to keep skytown and one of the skyworlds versions. Maybe get rid of Skyworlds I. Just my opinion.

    Besides that, I really like the new wave and I'm glad it's out! Good job staff team and map builders!
     
    • Useful Useful x 1
  11. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    Martian outpost flagroom is still tough to get out of :L I can try a few things there.

    On the skyworlds rework I'm not sure that I like the spot behind the flagroom where it dips down. And I kind of miss the aesthetic of the single biome it used to be in, but that's just a personal preference.

    I can run around maps tonight and force some lighting updates and work to get some recommits started tonight.


    @xxMineSheepxx you asked about feedback thread. Have any fix suggestions?

    Also @EddKrumbs @Kashyyyk @Unifier
     
  12. CommunistBelgian

    CommunistBelgian Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    1,689
    Ratings:
    +457
    Discord:
    Unifier#8807
    Will look around and check, do you mean just martian outpost or all newly added maps
     
  13. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    any feedback on any of the new ones.
    I'm about to commit an attempted martian outpost fix

    Working on diminishing some of the lag on opp 7. There were 600 buttons on the map.
     
  14. CommunistBelgian

    CommunistBelgian Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    1,689
    Ratings:
    +457
    Discord:
    Unifier#8807
    Alright will work on it when I got time
     
    • Like Like x 1
  15. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    @Insomniac__ did a lighting update and recommitted 8/21/17
    @puhdgy removed things that i think were causing fps issues and pushed a lighting updated. recommitted 8/21/17
    I probably broke a lot of things, im sorry. if you have a chance to tweak my botched map fixed feel free, and just grab a mod to recommit at any time.

    did some adjustments to martian outpost's flagroom to try to open it more. has a couple sneaky dropdown spots in flag room, but not directly over the flag. people wanted some recovery sponges as well, but since the map is already so recovery-oriented i want to see what this does first. recommitted 8/21/17
     
  16. b0squet

    b0squet Ozymandias

    Joined:
    May 17, 2015
    Messages:
    224
    Ratings:
    +549
    So, this is a slightly different area of feedback than what's been discussed so far, but figured it's worth linking here:

    The video's a starting point for discussion, more or less. Hope it's interesting. ^^
     
    • Like Like x 2
    • JMod Honor JMod Honor x 2
    • MVP Honor MVP Honor x 1
    • Mod Honor Mod Honor x 1
  17. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
    902
    Ratings:
    +721
    Discord:
    GalaThundR#7914
    Amazing video. I would love to see more videos like this made by you and advertised on the forum, they're brilliant!
     
    • Like Like x 1
  18. Pizze

    Pizze Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    475
    Ratings:
    +245
    bosekay
     
    • Agree Agree x 1
Loading...
Similar Threads Forum Date
Map Wave XIII - Full Release Capture the Flag Aug 7, 2017
Map Wave XIII - Live Testing and Voting Capture the Flag Jul 23, 2017
Map Wave XIII - Update I Capture the Flag Jul 8, 2017
Map Wave XIII - Announcement / Introduction Capture the Flag Jun 22, 2017
CTF Map Wave XVIII Release! Capture the Flag May 9, 2021
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...