Vorked submitted a new map: Mombasa Streets - 4v4 map based in the streets of New Mombasa. Read more about this map...
I suppose it's just one of my pet peeves when people try to make serious core maps out of aesthetic maps. It was one of the reasons why I had massive respect for BaconMedia was because he stressed that this map is purely aesthetic.
He really enjoyed the idea of making it a competitive map and even helped with it. Nothing wrong with wanting a good looking arena map.
Yeah there's nothing wrong with that. There are tons of great looking arena maps like Fever Pitch, Loading Zone, Missionary, Backlash, Pueblo, etc. But one thing those maps have in common is that they were built with competitive gameplay in mind. Mombasa Streets is an aesthetic map. It's layout is not conducive to great gameplay because it wasn't built with competitive play in mind. Adding weapon pads, spawns, flag stands, strongholds, etc wouldn't change that But whatever, it's your map and I'll just stop meddling
This map was rebuilt to be competitive, or at least a core arena map. Half of the map was stripped away for new passages, new map areas, and proper cover. This is not just the aesthetic map, this is using its base design to cover over a new map.
Vorked updated Mombasa Streets with a new update entry: Cover overhaul, containment, weapon replacement Read the rest of this update entry...
Zanny it was more or less a learning experience for me. Since i'm new around here I thought it'd be a good idea to work with a variety of different people, especially when my own work had inspired them. (which is a big deal to me since nobody really knows who I am). When I was approached about the idea, Vorked was pretty polite about everything and wanted me on the project to oversee that the map retained a decent amount of aesthetical detail. Everyone involved is pretty pleased with changes, Vorked and Cyan also did a nice job of reworking the map around what I had already built as to not disturb the original layout And design. Of corse some details had to be sacrificed but nothing beyond the realm of "unforgiving". Most importantly though, the original Aesthetic map will stay as is, the competitive version is a whole map, of it own.
Well if you guys are really shooting for it to be a good core map, then I actually have some feedback. Firstly, I don't think the current layout would make for great gameplay because at its core, the map is a flat plain with one higher platform. Not to mention it's also very cluttered. From what I can see, the map lacks defined routes, structural cover, and height variation. Of course, fixing these would mean ditching the original layout so I guess it's up to you guys which is more important. Good gameplay or staying true to the original layout. You could just make a new map built for competitive gameplay and have Bacon help with giving it an ODST theme.
The entire layout has been changed, half the map has been cut away and most of the cover in and around the streets has been modified or entirely removed. The higher platform has been duplicated and flipped to provide both teams the raised area. Even then, the middle monument cube does an amazing job cutting sightlines from each raised area off from each other. Along with the new upper area back alleyways have been added to circle around them, which lead out to a "Pillars" location, which are mirrored for blue and red team. The original design is mostly gone except for the streets and monument. I think the map has found a good balance between competitivgameplay and the original layout, but I don't think it should be limited to just being forced to pick between those two.
Vorked updated Mombasa Streets with a new update entry: The "its different" update Read the rest of this update entry...
Hey Vorked! We managed to pull this one in for my CF TNT! below you'll find the feedback I gathered from the lobby: Spoiler: CF Tuesday Night Test 8/16 Players felt that the Aesthetics achieved what they set out to do. It feels like ODST, it truly does! Because of its beauty, we did notice some framerate issues from the corners of the map. It wasn't heavy, but it was noticeable. Players felt that the map was too flat. It's lack in height variation funneled players into predictable areas, especially for those at their bases. Some players felt that the center area was too cluttered to move naturally though. It looked great aesthetically, but intense engagements could result in players bumping into objects very easily. A few players noted that the map felt small for a 4v4. Someone mentioned it might make a good 2v2 map even. The Camo spawn wasn't noticed by most players, and the areas where camo and shotgun spawn could be campable. Basically the lobby felt that the map needed more variation in height, and less clutter along the center of the map. It could be tough to move through it at times without being spotted too easily. The map does look fantastic though, and I'd like to see this one progress!