Too hard to do a serious write up about it because it effects everything. I will later for sure. Let me get some more work done here real quick.
Goal right now is 1s, but it might actually serve twos better because it's a bit more flat.. I'll open up the file for you later today
I don't think you know how the spawns work for 1v1. The factors that influence spawns are static in a 1v1, so you will spawn in the same location, if they are standing in the same location and facing the same direction. There is no way (besides overriding the spawn system with spawn teles) to change that. Do you think nightclub would not have fallen victim to it as well? The teles would have helped it, but not prevented it.
Yeah man, go right ahead. Seth also said he might be interested, so keep that in mind. I hope all of you make a version.
I think I have made more 1v1's than anyone here and have a good grasp of how it works and how to prevent issues. Night clubs biggest issue was going to be my weird weapon layout and whether the snow ball would be too strong. I'm starting the write up now.
Cool! Maybe I'll drop a demo on it and see how you like... It's cool to have someone to partner with, because really, I come up with all sorts of ideas but they all need a home of a map that itself takes time to develop. So little time...
You can also override the spawn system by scripting changes in spawn order as as well. Much more reliable than spawn teles
Ayyyy lmao Black Friday featuring 100% American gun vending machines (scripted to give 1/5 random power weapons, cooldown of 1 minute) Poltergeist Origins Before/After. Funny to think it was considered good for the time, new objects, budget and textures for items helps so much. When the lights go off in this they REALLY go off this time instead of dimming like the classic so that's nice. Nice having a better looking chandelier that moves too.
I will go into more detail in my thread I am putting together. Because it has to do with the design process to an extent as well.
When I judge maps, I'm not even necessarily judging by my own gameplay or the player I'm up against. I know more skilled players than I can abuse areas that I'm not able to, and I know I'm abusing maps in ways that wouldn't work against more skilled players. I trust my intuition way, WAY more than my gameplay or anyone I've played against thus far. So if I think I see something that will be a problem before I play the map, that's a huge red light. Moreso than issues that actually come up during testing to be honest because most of those are really obvious. There are plenty of maps that aren't playing very well at all under our circumstances that I'm giving the benefit of the doubt against my better judgment and pushing into the next wave. Solo obviously doesn't like me. I'm aware of my history with him and I actually saw his map a few weeks before the deadline began and assumed that it was a very solid entry and would likely snag a top 3 spot on the merit that Solo usually builds "solid" maps. Faultline has only gotten worse I believe with every progressive game as players learn the map, yet I've played it more times than any other entry combined. I'm seriously trying to get myself to like it and find a way to get past most of these issues during the playtests so that I can place the map higher. I WANT to like it because I'm aware of my relationship with Solo. Think of it like, reverse reverse favoritism. I'm giving him the benefit of the doubt and putting the extra effort into seeing if there's something there that I'm missing that might tip the map towards my favor. So far, nothing. But I'll continue to playtest. Same goes for you, I have no issue with you like I do Solo but to eliminate any sort of potential creeping bias in my head, I've also played Euology and Hubris more than nearly every other entry. Because I want to make sure I'm being a fair judge to the people I've had a history with. It's important to ME to be a fair judge. So if you think there's counters or solutions to problems in your map that I'm not seeing, let me know and I'll continue to replay them with those newer strategies in mind. I generally trust my insight as I've said to get a pretty good understanding of how maps boil down just by looking at them but if I've missed something I want to be the first to know. That goes for everyone if you think I'm playing your map wrong. Hubris's stacking is definitely bringing footstep sounds into play, it's a bummer I know. But that area top-ladder is definitely a focal point of the map that can be hard to break (I actually think These Walls is your best 1v1 entry despite being made for 2s, seems like it's got the least problems). Regardless, even with that "issue" it's still got less issues than 95% of the entries. Pretty much all of them so far have got something wrong with them being either a huge imbalance or a nasty spawn trap. Regardless, even if your map has serious issues the first cuts are pretty generous and generally just chop off the obviously poor entries. There's maps that I left in my initial cut that I know are just as bad as the ones being chopped.
Talk is cheap. The best thing you can do to help the community is build a 1v1 map that exemplifies your triangle formula. No doubt you've built more 1v1's than anyone here, and I've always enjoyed playing them, but at the end of the day seeing is believing. So show us!
Wo Troll, you know I am working on it. Also, almost every map I have made for past three games does this.
On the whole broken scripts broke the map topic: If you're submitting a map to a contest and a script heavy gimmick is a big part of how you're map plays you are gambling. We all know how buggy scripting can be in this game and while it's fair to blame 343, its also on you for using a feature that is known to be a headache. I know it sucks guys but it is what it is.