Hey could you test Kennecott again, I think it'll play much better now that the second floor of the top Tower is gone. Slayer and Strongholds, thanks
If you guys play Heights today, please give me your thoughts on spawning. I'm trying to address some issues on that front, and I'm curious to see if some adjustments I've made improved the map.
not feeling well tonight, planned to pass out for an hour and ended up waking just moments ago. Feeling sick to the bone, and I don't think I can stream tonight. Sorry peeps, but tonight is a no go for my lobby. I will do a double lobby tomorrow to make up for it. Stay tuned peeps!
Alright, so feeling a whole lot better today (13 hours of sleep, yikes!), I am plowing forward this week with some new updates and some exceptional maps! 5:30 - 8:30 PM EST ROUND 1 Resolute by @N3gat1veZer0 Spellbound by @A 3 Legged Goat Crimson Tower by @mr Deliciousman Heights by @Spirit in Black Pinnace by @ReinaStorm 12:30 am - 3:30 AM EST ROUND 2 Kennecott by @Bromaniac35 Pueblo by @MartianMallCop Architect by Xdemption / @Kurismic Leros Kipeous by @HeroicJkroy (Updated) Atmos by @SE7ENGINE F50 Gonna be a long night tonight peeps! Stream begins in 40 minutes and hope to see you there! https://www.twitch.tv/redemption1272 / https://twitter.com/RichardBremn3r Xdemption
Feedback for Round 1: Crimson Tower: The new ramps and bridge paths are welcome additions. I'm still not fond of the excess jumping up to some areas. The one towards the back of the map where you need to clamber over a vent and then onto the ledge to get in the room feels like it just makes the area weaker then necessary. At this point I think the map mainly needs more lighting cues for orientation and callouts in a few spots. Resolute: I think the map could do with a horizontal and vertical descale. This would bring the ranges in closer and encourage more interaction on all the levels of the map. The paths are mostly fine but the funneling is a bit awkward and the sightlines aren't as clean as they should be. That's the main thing I think needs to happen. There were other comments made about some of the walls and pipe jumps but I wouldn't worry about anything else until those were addressed. Heights: I still think the ramp works around Blue and Red can be simplified a bit. There's also a bit too much ring around the rosey cover in some of the areas, and I don't like that there are a lot of head high clamber/crouch jump ledges on the sides of areas but I get why they're there. Otherwise the sightlines and pathing is good. I just think the geometry needs to be streamlined further. What I mean by that is the Blue area is almost exclusively a transitioning route in Slayer and yet it seems like it has a lot of wasted geometry for some reason. Pinnace: If staying true to the Campaign is a big focus in the design of this map, then I think it isn't really going to play well no matter what you do. The only way to make the map in its current state play better is to fix the problems it had in the Campaign: snipers. Take the sniper off and then you'll actually see people make use of the playspace more. I'd go as far to say that all the long ranged weapons could be taken off, or at least reduced to two. Perhaps it could even be descaled slightly and then the pistol combat will be smoother. As far as the layout itself goes, it's too flat and linear. Man Cannons or Teleporters would shake up the gameplay, but otherwise it gets stale quickly once the novelty of playing in a Campaign space wears off. I think this aesthetic would better served on a unique layout that doesn't need to adhere to the Campaign geometry. Because in the gameplay you're seeing a lot of people ducking behind all the micro cover placed around the map, only to get cross mapped from people split spawning, which you can't see because they're so far away. Furthermore, I dislike that the cover around Rockets is chest high and you can't really sit behind it. I don't think it's salvageable unless additional levels and/or lanes are added to the map, but it's already encountering framerate and it's probably maxed on objects too, so I'm not sure what else can be done. Spellbound: I wasn't fond of the way the Speedboost was playing so I replaced it with the Damage Boost. The Speed Boost was originally used to encourage flanking; however in a 4v4 setting it is used more defensively or not used at all. Sometimes I would grab it and stay right where I was. There was a point where there were dueling Damage Boosts on the map, but that wont translate to 4s well so I'll just leave it at one on 60 seconds and see how that goes. I'm still not fond of the teleporter receiver because the combat in that area is very awkward, but if I move it back to its old location, you'll get **** on when you use it instantly and then it makes it harder to transition into the new path because you have to jump back over to the bridge. For now, I think it'll stay on the bridge. The paths themselves seem to be functioning well but I still find the geometry sloppy. Things aren't quite scaled correctly or positioned in the best possible way. Green for example feels off, Blue doesn't feel like it's the right size or rotation yet, and the hole in Top Red is too big. I'm not sure what else to think. The map played a bit more how I expected it to play a 4v4 with people watching key sightlines. But at the same time, I think the teleporter receiver is preventing people from using the new path to its full potential, and I'm not a fan of that. The spawn engine also seems to be favoring Blue Ramp way too much and it makes it difficult to get over to the longer side of the map to flank. I still think it needs to be rebuilt and redesigned. The core pathing should definitely stay there, but the engagements don't feel right yet.
Thanks for the feedback guys. I think I've ironed out the biggest issues with Heights, so I'll get started on the art pass soon. I'll take a look at simplifying the geo. If you have any specific ideas as to what could be simplified, I would love to hear them.
I have a new map I am trying to test as much as possible, here it is. I'd love to hear what your lobby thinks. GT - LoTuS Map - Syphon 4v4 Slayer, CTF, BOMB, Strongholds
So back again with a new round of maps and here is the list we will be playing today: ROUND 1 5:30 - 8:30 PM EST Syphon by @Jack Bell Forsaken by @Bromaniac35 Conjourne by @Ryley Kennecott by @Bromaniac35 Perseus by @no god anywhere ROUND 2 12:30 - 3:30 AM EST Architect by Xdemption / @Kurismic Port 66 by @SaltyKoala Twice Forsaken by @SecretSchnitzel Fullmetal by Xdemption ??????????? by Xdemption (mystery map) So round two will simply be a fun testing some of the best of the best and a final mystery map that will be finished between lobbies! Stay tuned! https://www.twitch.tv/redemption1272 / https://twitter.com/RichardBremn3r Leave a follow and a like! Xdemption
Why do you do lobbies at a time that any normal person would be sleeping (or drinking)? Definitely won't be making this.
well I couldn't get my map ready in time anywho so I delayed the lobby. So I am going to have to delay my lobby by an hour, I will be starting my lobby at 6:30 PM EST. I awoke late today and will need some time to prepare, my apologies guys! Stay tuned for the map list!
Hey xdemption. Just wanted to say that im really appreciate the feedback I have gotten from u and that your testing lobbies have really helped to shape my map. I know testing maps take a lot of time so thanks man.
Hey Xdemption, if you're doing another lobby this Saturday, I've got two maps I need tested so I know they're up to snuff, and in case the Remake Playlist does become a reality. Retribution: Damnation Remake Unforgiven: Hang 'Em High The three games on each would be Slayer, CTF, and Strongholds.
Hey demption I would like to get Scorch Palace play tested for strongholds primarily if u have room. Also a round of CTF would really help.
Demption, could you add my map Frost to the list as well? It was one of the first maps I made in H5, so it's kinda crappy at the moment, but I think I could turn it into something great with some more polish. I made it with CTF/Slayer in mind, but I think it could benefit from some testing on Strongholds as well.
Just an update guys, I will be taking this weekend off to help get organized for the next stream. Last week's stream felt disorganized and not as quality as I would have wanted it to be. This also allows me to get ahead, and ideally be able to stay ahead in map posting. I will still be around so if you got questions. Xdemption