Ascend Hyperion submitted a new map: Nautilus - "We're in some deep trouble..." Infection map set on the ocean floor surrounding a massive pipeline. Read more about this map...
Ascend Hyperion updated Nautilus with a new update entry: Weapon Upgrades and Detail Increase Read the rest of this update entry...
Good aesthetics, but the layout's pretty bad. There's practically no defined holdouts or routes and there's way too much clutter lying around.
"When building Nautilus, I wanted to take a stab at traditional infection play as well. I feel many infection maps fall prey to the holdout spot flu , where regardless of all the cool things to see in the map, players just pile into the same spot each round. I tried to apply some of my knowledge with core maps here and encourage movement and natural flow without being heavy handed in the process." Well, I guess this means to some degree I accomplished what I set out to do. Thanks for the feedback.
I get what you're saying and I did read your post before playing this map. Honestly, I don't know why you even refer to it as "holdout spot flu". You make it sound like it's a terrible thing. I'm aware that there are some Infection maps that focus too much on holdouts and completely discourage movement. THAT isn't much fun. But the challenge is to make an Infection map with defined holdouts but at the same time, encourage players to move somewhere else and explore. I see what you were trying to do with this map but it's something about the high degree of clutter everywhere that feels off to me.
Well I think what this is coming down to is preference here. For me, cramming several players into a corner has never been fun and can really make a match stale just one or two rounds in. I think that's just natural with the mode, seeing as how people are gonna go out of their way to win the round by default. I find it more interesting for players to have to move as a group from spot to spot or have to break from the group and out-maneuver the infected. I've played this map with several sets of people and by the much greater majority, players enjoy the run and gun play style on the map. I haven't eliminated holdouts entirely either, cause players have showed them to me despite some of my best intentions lol. I'm also curious as to what you consider clutter, since after playing this with so many different people, you're the first to bring it up.
What I consider clutter are the **** coming out of the ground meant to be purely cover. If I remember correctly, these would be the many rocks you placed down. While clutter is a little more forgivable when it comes to Infection maps, this map in particular suffers from too much of it. Perhaps you can find a way to replace some of the rock pillars with something the survivors can use. Structural cover. Too much clutter is also not good for the flow of your map because it promotes too much swiss cheese movement and too much unpredictability. And maybe it's just the type of people we play with but majority of them in my lobby didn't really enjoy the map. I figured I'll give you feedback since not a lot of good Infection maps are being made nowadays and decent ones like this are good for when I host custom games. Don't get me wrong, I don't think your map's terrible because it goes against "tradition". But I do think it's flawed because you went about the wrong way trying to make it different than everything else.
Well regardless I appreciate the feedback. It's always good to get an expanded perspective. Thanks again
I love the varying fields of debri as it sets the theme you seem to be relaying. I like that you attempted to kill holdouts with this map. Infection never seems to be fun as infected, but this should change up the regular formula. Good work on the layout and aesthetic
Looks good man, the underwater theme isn't one that is seen too often, and this definitely makes for a great infection/mysterious/spooky environment!
Bravo homie! I took a walk through it and it seems like it would have a dope flow. Let's load it up soon!