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Other Wave XII Feedback Thread

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

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  1. b0squet

    b0squet Ozymandias

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    Hey guys, b0s here.

    We hope you're enjoying Wave XII so far! Much like with Wave XI, we're interested in hearing your feedback on the new maps now that they've been added to the regular rotation. In addition, Wave XII saw the debut of a new way of picking maps for the rotation, so we'd also love to hear your take on the process as a whole!

    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 XII!
     
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  2. pandanielxd

    pandanielxd its panda daniel

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    The Martian map has some kind of boxes in the flagroom, flagcarriers can glitch on them making it hard to recove.
     
  3. xxMineSheepxx

    xxMineSheepxx baaaahh

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    Kauwela Shore Updates:
    11/02/2017
    - Added slabs around the roof of flagroom >> less soldier OP
    - Added sponges around trees so it's less soldier OP
    - Added small building for archer cover near mid
    - Added MHF arrows from spawn directing to flag
    - Changed weird spawn block in blue spawn

    20/02/2017
    - Added some more archer cover that @LeDoener mentioned in his post. Changes still in progress.
    - Edited minor errors (red found in the blue side, and heads facing the wrong direction)

    21/02/2017
    - Edits comitted!

    04/03/2017
    - Updated archer cover in flagroom.


    Sphinxes updates:
    05/03/2017
    - No longer able to go back to spawn (many people walk into spawn thinking it's the flagroom)
    - A bit more archer cover in tunnels
    - Added tunnel in mountain to reduce soldier OPness in that area.

    EDIT: I'm copying gala so the layout is easier to read ^^
     
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    #3 xxMineSheepxx, Feb 10, 2017
    Last edited: Mar 4, 2017
  4. GalaThundR

    GalaThundR Mcpvp Veteran

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    I'll post updates to all my map changes here.
    If you have any suggestions/proposes to my maps tell me. I'll consider all suggestions.
    I promise I wont take 12 years to update these maps either.

    Martian Outpost:
    • Removed sponge on roof.
    • Removed crates in flagroom.
    • Added sponge to left platform on bases.
    • Added slabs/stairs on hill next to the right tunnel of the base to make access of the roof smoother.
    • Removed block spam.
    • Smooth lighting.

    Rocky Ruins:
    • Updated restrictions.
    • Tweaked aesthetics and minor gameplay changes.
    • Improved Archer cover.
    • Widened tunnels / added slabs.
    Valley of Siege:
    • Fixed restriction problems.
    Clocktower V
    • Removed carpets in flagroom.
     
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    #4 GalaThundR, Feb 10, 2017
    Last edited: Mar 17, 2017
  5. Xelasi

    Xelasi Well-Known Member

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    Changes:

    Unholy Faith V
    Wall added in flagroom.
    Restictions added to flagroom building.

    Sphinxes
    Spawn sponges adjusted.
    Barriers removed to reduce lag.
    Fixed flagroom water so players don't get stuck during pvp.

    Willow Pass
    Reduced map length by 12 blocks.
    Added more restrictions to flagroom building.
    Edit 2-27-17
    - Opened up flag room
    - Cleaned up navigation/pathing

    Second edit 2-20-17
    - adjusted flag room sponges and landing points
    - added walls into flag room to make it less open, fixed flagroom water, shifted a couple small things
    - reduced the size of some structures and trees on the map
    - removed some camping trees near spawn
    - added more sponges and ladders for recov
    - shifted spawn inward by about 12 blocks
    - adjusted spawn sponge landing points, made more consistent @ 85%-99% gamespeed
    - adjustments to reduce fall damage
    - fixed the stairs I broke.
    - shortened map length by 10 more blocks.

    Third edit 2-26-17
    - Changed the flag room again with help from Birdgirl
    - Increased spawn sponges again, slightly.
    - Added another restriction spot directly in front of spawn.


    -------------------------
    Additional feedback

    Good changes to Rocky Ruins @GalaThundR, I got to play it today and it plays better. Fewer headshots, cleaner movement.

    Dragon Valley V - navigation in the back corners of the map next to the flag room is difficult. Only one part of the small underground part allows for jump-running, and it's easy to get caught on blocks. There is a bit too much terrain elevation in that corner; I think filling it in would help. Having to jump up 2-3 dirt blocks to get into the flag room is kind of a pain as well, and I think you could level it or use stairs/slabs to reduce jumping. Also, the path to the flag room (when running straight down that left side of the map) sometimes has objects in the way of the path. You could use .//move to nudge things over a block. @Dan_7777777

    Academy II - Good map overall, and pretty. I wasn't expecting the other Academy to be taken out of rotation, and now I'm starting to miss having grass on the map. It's just a weird personal preference, the sound of running on dirt makes the experience different from the original. It's not a problem, though, lol @Daniellll @sportyman56

    Martian outpost is one I haven't figured out yet. I feel like something needs to be adjusted. Spawn might be too close to flag room? idk, i'll keep trying different classes on it.

    Not this wave:
    Harvest I: Spawn too close to flag room. Constant assassin respawns.

    -------------------------
    UPDATE
    Whoo got onto Martian Outpost and found some things that can be worked on:
    Flag room doorway adjustment: Either move this doorway to the right by 5 blocks, or move it and widen it.
    Even if it's moved the hall + corner is still long enough to prevent too much ghosting.
    [​IMG]


    That hall, btw, is mageland, but I'm not sure if it should be adjusted.
    [[mageland]]
    [​IMG]


    Building is hard to reach the roof of, and non-soldier classes could use more flexibility in movement.


    Add sponge or ladder here:
    [​IMG]

    Ladders here (in flagroom) and punch a hole to reach roof:
    [​IMG]

    Ladder either on this or the side of this:
    [​IMG]

    Possible ladder here:
    [​IMG]

    [[or alternatively from that^, here]]
    [​IMG]





    Small blocks I tripped on:
    [​IMG]
    [​IMG]



    And this ledge is purely an archer snipe spot. Lower by 6ish blocks, reskin the bottom of it to these colors if you want to keep the theme like this.
    [​IMG]
     
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    #5 Xelasi, Feb 10, 2017
    Last edited: Feb 27, 2017
  6. GalaThundR

    GalaThundR Mcpvp Veteran

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    You should pin this thread @b0squet
     
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  7. Birdgirl

    Birdgirl Well-Known Member

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    1130 needs restrictions in

    [​IMG] stairs to flag room from below

    [​IMG] stairs to flag room from above
     
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  8. Xelasi

    Xelasi Well-Known Member

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    isn't this a fun feature of the map? xdddd
     
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  9. Birdgirl

    Birdgirl Well-Known Member

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    @Dan_7777777 @EddKrumbs @November @Dokkedal @otherbuildersofDragonValleyV @Trego_7777777 @AlexisRose @Aykaka @cptcliff @ningeek212 @xxMineSheepxx @Xelasi @NomNuggetNom @Finnerdt

    Why is the entire area around spawn blocked off to structures? There's no point in blocking off everything around spawn. There's no strategic value there.

    Edit: Why the **** did you use cobble monster egg in all the paths?

    Edit #2: Since it was apparently Dan's idea to do monster egg every****ingwhere, can @Miskey or @b0squet or @Nohox or @wintergreen3 remove it except where absolutely necessary?
     
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    #9 Birdgirl, Feb 12, 2017
    Last edited: Feb 12, 2017
  10. Finnerdt

    Finnerdt Well-Known Member

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  11. Nakatago

    Nakatago Well-Known Member

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    Because **** engineer
     
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  12. Birdgirl

    Birdgirl Well-Known Member

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    Restrictions were created to prevent structures from being placed in areas that would significantly ruin gameplay (for example, the flag room), not everywhere because you don't like a class.

    Edit: [​IMG]
    I suppose dan isn't too bad.
     
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    #12 Birdgirl, Feb 12, 2017
    Last edited: Feb 12, 2017
  13. Xelasi

    Xelasi Well-Known Member

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    This escalated quickly
     
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  14. Nakatago

    Nakatago Well-Known Member

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    Man I am SO funny
     
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  15. Birdgirl

    Birdgirl Well-Known Member

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    [​IMG]

    This needs restrictions on 220793... what kind of sick person would put their turret there? Oh, wait...

    [​IMG]

    also here
     
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  16. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    I don't understand why almost the entirety of Valley of Siege is restricted from structures. I hate engineers, too, but its a bit overkill to render this class completely useless.

    @GalaThundR
     
  17. EddKrumbs

    EddKrumbs Well-Known Member

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    Hm. I don't remember restricting the area around spawn (bc I wanted to make sure engineers could place their teleporters) ... I'll remember to look into it
     
  18. GalaThundR

    GalaThundR Mcpvp Veteran

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    I thought I only restricted the tunnel, spawn, and flagroom / area above flagroom. The restrictions shouldn't be too different from Valley of Ruin.
     
  19. deppresso

    deppresso Well-Known Member

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    2017-02-14_19.14.15.png

    Please add restrictions for turrets/teleporters etc to staircases in Sphinxes. You can't really get out of the flagroom without being shot one or two times and it's annoying (the picture is in the spoiler)
     
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  20. Xelasi

    Xelasi Well-Known Member

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    fixed
    [​IMG][​IMG]
     
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