Dunco submitted a new map: Lazarus Pit - The cave's water has a healing effect. Read more about this map...
Dunco updated Lazarus Pit with a new update entry: Site lines and detail Read the rest of this update entry...
Dunco updated Lazarus Pit with a new update entry: just a few weapon switcheroos and game type stuff Read the rest of this update entry...
Dunco updated Lazarus Pit with a new update entry: map test feedback updates Read the rest of this update entry...
Dunco updated Lazarus Pit with a new update entry: colored lights and more rock cover Read the rest of this update entry...
So based on the last test, I like the improvements on the temple area, but it still seemed very under used. also navigation is still a problem for most players. I even found myself confused at one point. For me this doesnt take away from the map, but it does need to be addressed. additionally i know your basing this off of batman, but the middle still seems very open and im not sure the OS is worth the risk. Still really enjoyed playing the map though.
Map Layout / Flow The map layout is okay; however, most of the combat seems to be at sniper spawn because of the dominating sight lines it gives over the map. I also had no issues with knowing where I was when I spawned in so the different sides style definitely helped with that. Good job with differentiating both sides! Spawns I did not have any issues with the spawns. There are some good safe areas to spawn at too which is always nice to have on a map. Weapons / Power-ups Sniper did not feel too powerful, but I believe that it was due to the high ground being constantly fired upon by the other team in attempts to take the location. The overshield in the Lazarus pit itself did not seem to be worth the risk since the center was practically a no-mans-land due to the sight-lines over it. Have you thought about trying out other power weapons on the map? Maybe a Fuel Rod Cannon (Kind of fits the colour theme for the pit). A Hydra Launcher looks like it might also work pretty well on this map. Aesthetics / Lighting Overall I like the looks of the map and did not see any issues with lighting.
I've thought about adding more power weapons. Max Extra had recommended weapon pads in either spawn room to bring the flow into those areas. I'm just worried about too many big boom boom guns but that might add some spice to the battles. Originally the sniper pad was a plasma launcher but it seemed too slow for the map's size but I do love me some fuel rod cannon. I think I'm so set on having the overshield be a suicide mission because deep down I despise anyone I see (not on my team) with a green glow Thanks for the feed back man!
Dunco updated Lazarus Pit with a new update entry: spawn adjustments, weapon pad nudges, and easter egg Read the rest of this update entry...
Well I can say this map plays extremely well for 4v4 compared to the 8v8 lol. Here are some thoughts: I like the improvements to the map so far. The map still needs work as far as pathing and focus atm I find the bases dont see a ton of the fight, but that isnt a bad thing most of the fighting seems to be centered around top sniper spawn and down near the rockets. Id suggest trying to find a way to split up the pathing. The middle still seem really open and im not sure the risk of the OS. also it blends in too well. maybe add some thing like a podium to help contrast it from the water and bring it out a little. The navigation around the map still needs some work too, some players still are getting a bit confused moving around.
Dunco updated Lazarus Pit with a new update entry: link and weapon pad changes Read the rest of this update entry...
Dunco updated Lazarus Pit with a new update entry: Rescaled for 2v2 Read the rest of this update entry...