Just fyi. I think this debate has less to do with your issue and is more of a general debate about what is acceptable. I think you are good.
Xandrith said my map was cool but way too small. As a notorious overscaler, I think this is a compliment and I can sleep now.
So far the biggest issue maps seem to have are mix of an OP spot that forces a very helpless and repetitive spawn and only one location that is ever held down all game creating stale gameplay. Surprisingly for the most part weapon choices haven't been too bad. I think pretty much just scattershot hasn't worked out well on a single map. Also some people tried to use a weird but interesting mechanic or idea that only made the map worse.
And the biggest reason is the full-map radar aka sound of footsteps. It also de-incentivizes movement. It really sucks seeing these maps devolve into this, because of a shitty game mechanic. Spawn system is also to blame, but that's not as frustrating, if you ask me.
it's funny though, I know someone who used to work there, and I'm beginning to believe that he is partially responsible for, or at the very least aware of some of these logic glitches... I will of course update you on this topic of interest...
http://xboxdvr.com/gamer/xXandrith/video/38063937 i changed it a lil bit. this is probably the best design ive come up with so far, but im already interested in building another thing. anyone want to art it? anything green is a key door/lift
I'll give it a shot if you want? I think it's been proven I am terrible at layouts, but I can art the **** out of maps.
Hmm.... I have a new teleporter Fx scheme that I've been holding onto for a map of my own sometime soon, but I am not as committed to building actual maps and certainly not as fast as you and others... 'porter has red sparks in it, if that is a clue.. I thikn it would look great with this kind of backdrop. I'm thikning it would be best for a 2v2 or bigger. What is your aim for this map? (when people see the 'porter, they will **** themselves)
I don't know. I think mine is pretty close. I think the months of not speaking to people I have had arguments with on here backs that up and my hiatuses.
It's crazy how much I learned just watching the 1v1 streams. I knew what kind of maps would be more prone to good spawning, but I took it as a challenge not to go the 'safe' route with Hubris. It's compact, open, vertical, has overlap, and a dominant position. All of these characteristics is why it isn't performing quite the way I hoped. Not that it's broken, I just hate when I feel like the entirety of a map isn't being utilized. I chose to streamline the layout for pace purposes, and flow and balance suffered as a result. So many of these maps are experiencing similar results. It's just a non-stop battle for a position that is too dominant, because of the spawns.