I couldn't help myself among all the excitement surrounding the 1v1 contest, feeling inspired i just had to whip up this little number... Ready to test and super sweaty! Titled "1v1_Wip" in GT: SoldatDuChrist files It's not a submission, obviously. Just a result of what i wanted to play Pick ups: BeamRifle: 30 seconds, 30% DB: 60 sec (1min) OS: 120 sec (2min) Binary: 180sec (3min) 2 shots*
We played this like 7 times after you got off with all different people, and we definitely found some issues. It would be easier to talk about it in a party next time you're on.
Problem el numero uno: http://xboxdvr.com/gamer/xXandrith/video/35640281 I don't know what happened there but now you know it can happen. Problem el numero dos: http://xboxdvr.com/gamer/xXandrith/video/35640375 So yeah, I don't think all of these pickups can work in a 1v1 really at all. In theory, it's nice that the beam rifle can melt OS, but usually the guy with os just rushes beam and gets it for free. Damage boost is good. Also, there are basically only 2 spawn points on the map. After two games, I knew exactly where people would come from because there is only one available spawn area if you're standing anywhere on either side of the middle window.
Thanks for playing it and feedback bro, that first one is a glitch that happens sometimes. Hasn't happened to me on that map yet, but i've seen it happen on other maps. Predictable spawning hasn't been an issue for me in my playtest, even when trying to abuse it. It looked like your friend was mindlessly running out from spawn with 0% situational awareness, so that could be the issue I'm going to have to brainstorm how i rework the pick ups
Wtf is with that hallway with the redundant ramps? I just got out of a lobby with longshot, telling him about how angry I was looking at it. Really, though: I couldn't figure out a reason why you decided to do it. I suggest flattening it out, and make the transition/fights in the hallway feel much less awkward.
It feels awkward? That's your critique? You are going to have to elaborate as to why it's an objective problem if you want to be taken seriously
I feared you would say that, but hoped you wouldn't. Whether something is awkward or not is instinctive, and something a level designer should have a feel for. If your whole map was really unconventional, and purposely tried to bend the rules, I'd understand. But, it's not. It's a conventional, simple layout. There's nothing wrong with that, but it does magnify how 'awkward' that one connection is. Onto the objective: Why is it there? It is random hill-like geometry, that serves absolutely no purpose. Unless you can explain the reason you have it, it is objectively a redundant decision. That was an awfully defensive response, I have to say. I didn't mean anything personal by my initial comment.
Of course it wasn't personal, but it was however arbitrary. For future reference, if you're ever going to make a claim, you'd better be able to explain why you came to that conclusion and why it is the correct conclusion. Else the claim can simply be dismissed as venting. That's how it works in formal debate and refutation, the same applies here That entire segment is actualy foundational to the map, i can assure you it was all intentional and with purpose. The declines leading down to blue initial spawn mainly serve to lessen the superiority of the corner, and also to allow red corner and blue corner to interact across the map. The decline leading to top-mid/ sentinal beam, serves mostly the same purpose, to establish it's level of superiority... but also cuts off the line of sight between top-mid window and red corner I would consider a more seamless transition to the inclines and declines, maybe with a single decline curving around the corners, but the ramps will do for now.
It's feedback. I don't need to meet some requirement or follow a format to leave feedback. I don't think you're understanding which part I'm talking about. It's just a hallway. It doesn't see into any other part of the map. The elevation serves no purpose. It doesn't affect line of sight and it doesn't affect balance. Maybe I can talk to you in a party about it.
I don't want to spark a huge debate here, but it sounds to me like xzamples is just stating his feelings during gameplay, and not trying to argue that this part of your map is objectively bad. You don't have to take what he says seriously; but for me, personally, I like to hear about how people feel when they play my maps. I'd rather have that information than not, even if I don't decide to make any changes.
Can someone explain to me the reason for so many damage boosts, and snipers on 1v1 maps? I've played a handful of maps with them and feel they completely ruin gameplay. Speed boost and Overshield are much more forgiving, along with tier 1 and 2 weapons.
Snipers are annoying. Os is the stupidest powerup for a 1v1 map, not sure what you're on. Db is easily the most balanced and fair pickup in the game.
I played the map with box. That hallway is definitely awkward, but criticizing the shape of the ramp is pointless because it has nothing to do with the ramp. I can sit with my back at the slit window, fight someone across the binary rifle gap, wait for them to take cover in the hallway, and then i have a quick transition to go into the hallway and shoot at them. They can't do anything when they're in the hallway. There's no ledge in there or drop down, and the little pocket in the wall doesn't really give them a wall glitch, so all they can really do is feint going in there and then drop down to binary rifle. And I guess I can then slide across the slit path to the high to low teleporter to chase them...instead of just dropping down and chasing them that way. I'm not sure why the tele goes where it does, but I didn't feel like it was valuable traversal option. I also wasn't fond of how much geometry was dedicated to the OS dead end. If I were to redesign those connections, I'd make that hallway bigger and add some sort of ledge that went into OS along the far wall to shoot across into the window. I don't think it'll pull players to that side of the map too much because you don't really see anything there, but it could open up some more interesting encounters. edit: it looks like there's a drop down in the screenshot in the OP. I like that better than the pocket on the wall, but I guess nobody will walk up the whole ramp at that point.
I feel like there's miscommunication going on . If you care for me to show you what I think could help the connection, contact me on Xbox. GT: The Xzamplez
I meant the Damage boost+sniper combo in 1v1s exclusively. Damage boost on its own isn't bad as long as the map has suitable weapons. Personally I would only put it on maps that are made for more than 2 people. Why don't you like Overshield?
Well I wouldn't ever put a sniper on a 1v1 map regardless of damage boost. OS has been a common complaint for being too damn strong in 4v4 games in H5 for christ sake (negotiable). But an entire pistol clip shot perfectly still won't kill a fresh OS, it's too strong for the pistol/half the weapons in the sandbox. Seriously, it's incredibly annoying in doubles and people are wanting to put in on a 1v1 map where you have no one else to help melt someone with 3-4x your shields? It's literally GUARENTEED at least 1 kill, more likely 2. That doesn't sound like intelligent level design to me. It sounds like whoever bum rushes it and holds B first, will spend the next minute or so snowballing the other player out of control. Speed boost is literally useless. Seriously, 1v1 me I'll let you stack 10 of them and it still won't do anything for you. Damage boost is more than fair and only ups your pistol 1 shot. Breaks weapons like sniper/BR but those weapons are dumb regardless. I don't even need to comment on how stupid camo's are in 1v1's. I was playing Hex Reaper on @xzamplez Angst earlier today and invis in a duel is beyond stupid (I'm aware it's a 2s map I'm just pointing it out).
Sure, I don't think Hex was really trying to predict my movement, but after only a few games I knew exactly where the enemy was going to spawn in every situation. There are basically only two spawn points that ever get used on the map, and they are on opposite sides. If I'm standing at the back wall behind the H2 beam rifle, then the opponent will spawn in that hallway on the other side every single time without fail. It's a problem because I can just sit in that window and the person who spawns there is absolutely screwed. They only have two options and both can be watched from that middle window. Really it comes down to the fact that the map is basically two rooms. Spawning will be super predictable unless you change something geometrically. As far as the weapons go, I pretty much hate everything that isn't a damage boost, sentinel beam, or plasma caster. Everything else is overpowered even for 4v4's, so it doesn't really make sense to put them in a 1v1 map and expect anything but a massive snowball to form.
Speedboost is not useless. It extends the range of spartan charge and makes moving around the map way faster. It could easily create problems on people's maps and its not something i want to deal with on mine.