Locutus wrote:
The bad:
For my taste the map was lacking cover. Okay, actually there was some cover but I got shot in the back so often that it was kind of annoying. I'd recommend placing a few more of the crates on the platforms.
Yeah, I can do that for sure. I guess I'm just a little too used to how the map flows, so it doesn't happen to me too often. I'll add more cover, I do think the map could use more.
Locutus wrote:
Like Mav said I think that this map loses some of it potential because you're not using the upper level part. Not sure if separating it to another mode is the best choice. Personally, I love when maps take place on several height levels and I think your map is just perfectly suited for that. (You could even add more levels here; why not making certain parts accessible, for example
here, or even give the player the possibility to
walk over some of the branches). The map seems to focus on the perfectly arranged CPs but maybe you want to consider sacrificing them to an asymmetrical layout to get the heights involved. There are those lovely fireplaces up there creating a nearly romantic campfire atmosphere.
Some of the areas may look nice, but they aren't accessible due to AI planning overlap and the fact that I can't really add any whole levels higher than the map already is without losing some of the atmosphere. However, I
can add access to more areas in the elevated village, and I could expand the other elevated "abandoned" area as well. I'm not sure if I could plan AI to move along branches though.
I could add some more cps in conquest mode, but I'll consider that once I've expanded the elevated areas. I do plan to put cps there for CTF and other gamemodes.
Locutus wrote:
And the ugly:
Found two floaters
here and
here. Plus, I'd recommend placing the sniper hint nodes at the edges of the top platform, because centralized like
this looks a little awkward. Aaaand you need a radar map:)
Oh wow, thanks for pointing all that out. Thanks for taking pictures of everything, it makes things more convenient for me. I'll make sure to fix all of the floating objects, and I'll move the hintnodes; I didn't place them as carefully as I should have.
I'll get to work on the minimap too.
Locutus wrote:
All in all the map is in a very solid state for a beta, the matches were quite fun already.
If I may suggest one more thing at the end: Add more modes to your map for the final release, the layout offers great possibilities. 1-flag CTF, 2-flag CTF, Holocron, HQ (sry, couldn't resist;)), Free for all, King of the hill...
I plan to add more gamemodes, CTF especially. I'll think about Holocron and HQ, I just don't know how well or easily I can implement them. I have a couple of deathmatch gamemodes planned. I'm also considering a Hunt gamemode, and maybe even a wave gamemode.
Thanks a lot of all your feedback, I really appreciate it.
MikeTheBeast55 wrote:I loved this map a lot but for some odd reason the map crashed when I tried to launch GCW Era, all the other ones were fine. But other then that I did not see any AI running into barriers so good job.
That's strange. Does it work if you run SWBFII and make GCW conquest the only map/mode in the que?