I disag I disagree. I think level designers who can overcome the ajared balence of powerfull pick ups are especialy skilled. If you provide a good player with the neccecary tools, they can overcome anything in the H5 sandbox. Designing your map to accomodate powerful pick ups is beneficial because it sets it apart from the rest of the crowd. Take rockets on ND for example.. If a player grabs it mid game, the opposing player has enough time to challenge him before rockets can funnel out of the first stretch. If the player slays before he grabs it, by the time he's made it out of the pit, the other player has spawned in and has enough time to gain high ground to counter rockets. This will probably induce an emotional reaction out of you, but my map Northern Darkness is objectively the best 1v1 map in H5 atm, and a perfect example of my point
I'm concerned about your critical analyses as a judge if you believe Northern Darkness is objectively the best 1v1 map in the game right now - as in, there is no debate to be had there. Even if it were, the statement reeks of bias and there isn't any sort of consensus to justify it without that. What do you think the map achieves that makes it exceptional?
Sure there is room for debate, i would love to hear your objections as well as others objections. I imagine they will mostly be premature judgments though, and i will happily explain why they are wrong. ND achieves the 'dance' effect quite nicely, so to speak. It generaly plays at a brisk pace, while still allowing breathing room for players to think. Decent/Good options to aproach any given situation, from all spawn points. Movement is predictable, despite there being lots of micro options for players to take advantage of. You may not see it at first, but engagments across the map as a whole are deceptively verticle. Meaning, while you would imagine alot of the gunfights would happen on your standard 2nd tier level, at the higher levels of play; good players will take advantage of any sort of geometrical leverage they can get their hands on. And to be fair, there arn't alot of cards on the table. I imagine, or i'm hoping we will see much more interesting 1v1 maps in the weeks to come. I'll extend an olive branch, i have a few contentions with the map, but mostly small, easly interchangable parts.
I am not a fan of northern darkness, at all. I wouldn't even call it a 1v 1 map personally. If you want to speak more about it we can talk over live.
I can see myself getting groundpounded and stuck in awful situations in the first picture. Is there anything in the lower parts that make it worth the risk? I'm a design noob but it just looks like a bad spot to be in most situations.
People over estimate ground pounds effectiveness. The simple solution would be, while they are winding up, move towards them, when they are about to launch, thrust forward. If done correctly the player will fly right over your head and miss you. But that's niether here nor there... There is a Binary pad in the pit, but the bottom area in general gets used regardless of wether or not a player can potentialy be ground pounded, it's a key lane. And personaly i havn't had it happen to me often while in game
RIP shields. Even if you miss a ground pound you win. If you are unaware of their location you have about .0001 seconds to react to the ground pound noise.
Dude Francis and i have double suicided by ground pounding eachother in the air like 10 times in dubs. That says it all.
IMO, you earned that kill by anticipating what would occur next. You could have been wrong and that pound could have gotten you killed, only you didn't. The tool used is just one of many available - but you chose the right one at the right time.
That window looks so frustrating to deal with, that damage boost is a death sentence, I have no idea how you survived.
You should play bioshift if you think thats a frustrating window. Bioshifts windows are hella cancer.
Nice moves... I didn't say it was worthless, just overestimated. You should be playing with hcs no radar settings btw