This map was made with competitive play in mind. If something doesn't fit with that idea I would be happy to make changes accordingly to relative comments given. GT Caustic Kirby
Where is all this feedback you've supposedly gotten? Other channels I guess. So this has changed a lot since I first saw it, and I'm not sure I like it. For one, the architecture has started to get a little "clowny" someone else described it as a playground and I'd say that's pretty accurate. I like most of the jumps function around the middle structure. It just doesn't look like a very convincing structure anymore. If the fun park look is intended then that's fine, if not I'd say you might consider realing it in back towards realism. - Shoulda mentioned this earlier but there needs to be more color variation. The main structure is pretty grey overall and needs some accents or different color choices to break it up. I'll join you next time I see you and walk you through my thoughts on this. - Assault was a little tricky as we discussed in game. We need a spawning expert to help set up better objective mode spawns. It was almost impossible to stop the enemy team from scoring sometimes. - Side bases were very prone to grenade spamming. Assault zone could be a little bigger. However this is not all that different from arena assault in that sense. Most of the bases are fairly easy to grenade, just not as easy to get kills from it. Study Fathom, Torgue and Empire. They have windows but the layout allows for the bomb planter to move away from grenades somewhat. Some minor tweaks and this will work much better. - I do like the terrain you added to the sides and the higher perimeter rock walls, they help aesthetically and game play wise. I'd say you're getting close to done tweaking this. There comes a time when a forger must close the book on a map, say it's as good as it's gonna get, and move on to the next one. Learned this after working on the same map for 3 months haha!
Here are some of my thoughts: I really like the improvements you made over time, it shows that you care about the map and want it to succeed. I agree with lazy in that the color variation on the map probably needs a bit of improvement. Even though we talked out the spawn of the camo after going through the teleporter i dont think its a good spot after the play tests, either it needs to go low or be removed or place on either side of the map Im still not really a fan of the ghost but i do see it being used a bit more in the later tests Sniper rifle spawns are not incredibly intuitive id try to find a better location for them, i think they are ok for the map just not in a good spot the arming zones need to be larger. While i enjoy the fact that without jumping you can get to almost any location n the map, you must consider that not everyone knows the map. i know that over time people may learn it over time, but they will not easily learn some of the different methods(ie teleporters) if you do not show them off or direct traffic to them While i can see where you pulled your inspiration from, i think you took the curves a little too far on the map. the tops of the structures is great but the flooring and some of the walls being so curvy really distracts me from the game. I also still think that the map is too large or at least you have under utilized spaces around the 4 corners of the map. you may either want to bring those in or find a way to bring traffic to them I like that you are improving upon the map, and i would love to help test this out in the future. Currently i dont think the map is one for me, but i can see others enjoying and just the fact that you put so much work in to the map makes me want to help you and get this map more presentable. keep up the progress and submit it to a future forged friday.