Villa

Discussion in 'Map Discussion' started by ObsidianSpartan, May 7, 2016.

  1. SIR IRON WOLF

    SIR IRON WOLF A Floating Lightbulb
    Staff Member Administrator Forge Critic Senior Member

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    Here is my feedback of the map. I like being fair so I'm holding my review so you have time to make some improvements. I took the time to examine the map in both forge and custom games. Now on to the feedback.

    Aesthetics:

    Villa is a very nice scenic map with attention to detail and scenery which is always nice to see. I also liked the use of textures for it helped make the map feel more like an actual place. one thing to be mindful of though is to take into account clipping of the rocks through some of the walls. while this is a minor thing it makes the map look a little messy unless this was what you are looking for. Also with windows, even though a clear window looks nice it has the problem of looking to clear and hard to see thus causing players to run into them or think nothing is there (try to throw grenades or rockets at the space) so maybe have them tinted slightly to break this illusion. There is some interesting architectural styles in the map that I really like and have given me some ideas. There was something that really bothered me though and that is the floating TV screen. http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245609# (cant seem to post images like in a normal thread). Adding a simple support to it will make it look less out of place. Since i know you are at the object limit i know there is miscellaneous stuff you can delete.

    Construction:

    Much of the map is well put together but I have found some spots that do need adjustment that can hinder game play. The first is in the location of the SAW spawn http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245611. The wooden ring looks nice but it is to easy to get caught on without jumping, this can be a problem by disrupting game play as well as be frustrating since people don't like getting stuck on geometry. I suggest either lowering the ring so it is easily walked over or add in an invisible blocker that the player would end up walking on so they don't get stuck. The second and third are holes in the map that are really easy to get to. the first hole can be reached from the top of the cargo containers http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245613, http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245614. The second hole is near the same containers but right behind blue spawn http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245618, http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245622. Make sure to always check for holes and test every path so there are know bumps or places where people get stuck, it is time consuming but a good way to find issues.

    Gameplay:

    I didn't get a chance to play an actual slayer match but i looked t weapon placement, spawns, and flow of the map. There is a lot of weapons on this map which will make for interesting game play and with the amount of them and the asymmetrical style of the map it appeared to be balanced when doing time trials from the spawns. Some weapons the red team could get to first and others the blue team could get to first so in that aspect it helps create a form of weapon balance. I also noticed there is many weapons hidden or tricky to get to which is interesting and fun. i think you should add an additional 2 spawns for each side to allow for BTB slayer as this map would be fun for that, currently there is only 6 per team. I think there could be a little additional cover added here http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245615 in front of red spawn, just a box/rock or two for additional cover in that area even going around the corner. There is a spot, this one that the reticle is pointing at http://xboxdvr.com/gamer/SIR IRON WOLF/screenshot/4245625, that can be reached doing a thrust, zoom, clamber combination from the top floor opening there off to the side. This can be a possible camping spot that is high up and hard to get to so you might want to consider blocking it, it could be left in too since the spot can be grenaded and it only provides partial cover but i thought i would bring it up.

    Performance:

    I noticed you have almost doubled the lightmap which is causing a lot of shadow and light flashes throughout the map that can be very distracting. Try messing with the light bake on objects to reduce the lightmap, also deleting some of the accent/detail lights might also help, even though they look nice to increase the performance quality of the map you might have to consider it. In front of the hologram there is constant frame drop which in a shooter can provide game play issues for many players, even though it is slight it is still noticeable. this might be caused by the amount of effects in the area so try reducing them and adjusting the lighting some more in the area. Typically frame rate issues happen from the game trying to process to much information (like dynamic lights, particle effects, objects) in one area. Fixing the performance issues will help the map run a lot smoother and thus increase the fun factor.

    If there is anything that you need me to elaborate on just ask. I hope this feed back helps you improve your map even further, it is a really nice looking map but just needs a little more polish. Hope this was helpful :)
     
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  2. ObsidianSpartan

    ObsidianSpartan Legendary

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    Wow, this a really great and insightful review, thank you for taking your time to do this! I'm quite glad you've found any tangible way in which the map could be broken, pointing it out is really helpful, and I'll make sure to fix it. I'm still confused about the hologram area, I've already tried to find the frame rate problem before :/ guess I'll just try deleting one or two of the sound effects. Everything else you've said I'll definitely Make sure to improve upon. Thanks for your help!
     
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  3. ObsidianSpartan

    ObsidianSpartan Legendary

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    ObsidianSpartan updated Villa with a new update entry:

    Map Update 8

    Read the rest of this update entry...
     
  4. ObsidianSpartan

    ObsidianSpartan Legendary

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    ObsidianSpartan updated Villa with a new update entry:

    Map Update 8.1

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  5. ObsidianSpartan

    ObsidianSpartan Legendary

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    ObsidianSpartan updated Villa with a new update entry:

    Map Update 10

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  6. ObsidianSpartan

    ObsidianSpartan Legendary

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    ObsidianSpartan updated Villa with a new update entry:

    Map Update 11

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  7. SimmonsZore

    SimmonsZore Promethean

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    Hey I played your map and I want to be honest without making an unfair review. Your map feels more like an Infection map rather then a Core map. Almost just like this map: http://www.forgehub.com/maps/haunted-estate-new.2272/
    I think changing the focus to infection would be better here.
    (This is coming form the guy who doesn't know much about infection maps so ehhh... Take that with a gain of salt)
     
  8. ObsidianSpartan

    ObsidianSpartan Legendary

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    ObsidianSpartan updated Villa with a new update entry:

    Quick update

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