Cavern

Discussion in 'Map Discussion' started by Sikamikanico, Feb 11, 2016.

  1. Sikamikanico

    Sikamikanico Video Team #corruptstaff
    Forge Critic

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    Sikamikanico submitted a new map:

    Cavern - A map built for 2v2, set in a temple buried in ice.

    Read more about this map...
     
  2. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    Feedback time in bullets as requested.

    LIKE:
    • The layout is unique.
    • The theme is pretty cool (pun intended). The ice in the atrium is my favorite part, but i also really like being able to see through the floor in the base.
    • Good verticality.
    • I like the general design of the bases a lot.
    • You have a fairly consistent aesthetic and piece usage across the map.
    DISLIKE:
    • There are no hard routes up to the top levels at all. The last vertical map to do that was Construct and... well it didn't work out so well for that map. But Construct had one hard route (2 if you want to count Sword legs) and only 3 lifts. I lost count of how many lifts are on this one, but I think any more than 3 is usually too much. If you make no other changes to the map except one, I would try to squeeze two hard routes from the bottom to the bases onto the map somehow.
    • The glass makes the map read inconsistent, as if it's larger than it actually is. Thematically, this isn't a bad thing, but I'd tint the bottom glass darker to make it less deceiving.
    • The rocks on the outer area of the map look tacky sticking out of the blocks and they make for awkward playspace
    • I don't think the map is going to play CTF or Assault well because you can run both through top lift and ignore the other side of the map so I wouldn't set it up to play those. Strongholds, Oddball, KOTH and Ricochet would be solid options though.
    • I'd put two strongholds in both bases on the glass floors. The Plasma Caster stronghold is fine where it is.
    • The map could use another power up. Perhaps a damage boost or speed boost on the small back balcony if the stronghold is removed.
    • Your BR and Lightrifle spawns are too close together.
    • I'm probably not going to stick my neck all the way out on the smaller team balconies for a Carbine.
    • You have framerate drops when looking towards the center atrium from the big lift. This is most likely because of your bar lights and all the glass.
    • I'd tone down the lights in your bases. They're reflecting really brightly off of the doors and it looks really obvious that you have floating lights in the air.
    • I'm sure your know this but all the invisible blockers on the ramps are really awkward. Freeing up some pieces should help you smooth that out.
    • The lights at top Carbine disappear when you're at the back wall until you get closer. I think it's a low fall-off ratio causing this but i'm not certain. There is a way to fix it but it might be as simple as adding more lights.
    • Dunno why you wasted a Rock 84 all the way on the top of the map when you have plenty of physics left. I'd use something bulkier if you need to give your map a hat.
    • This is a throwaway one but I really dislike the Sunset skybox on Glacier because it gives everything an orange tint. The map looks better at Midday or even Nighttime in my opinion.
    Is an ice solid map tho. Change whatever you want.
     
    #2 Goat, Feb 15, 2016
    Last edited: Feb 15, 2016
    Sikamikanico likes this.
  3. Sikamikanico

    Sikamikanico Video Team #corruptstaff
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    Thanks for checking it out, really appreciate the solid feedback. I'm going to hop on forge tonight, remove all the ice and see if I can put a hard route in from base to ground floor on each side before putting it all back together. Seriously pushing the budget limit though, so should be a challenge!
     
    Goat likes this.
  4. Randy 355

    Randy 355 Multiplayer Sustain Designer
    343 Industries Senior Member

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    Alright, here is your feedback from the CF TNT:

    Goat did feedback to you via bullet points as requested, I'll do you the same service if this is your preference. I'll just straight up steal his method. lol

    Likes:
    • The map had a layout that was fun to jump around and explore.
    • Like goat said, verticality felt great.
    • The theme is believable, and beautiful.
    • Weapon choice was varied and felt good.
    Dislikes:
    • The main complaint was that this map was too large for 2v2s. For both matches we almost timed out rather than making it to 25 kills. I don't like saying it, but you could take off almost as much as the entire balcony section. You could repurpose that area as tight hard routes to each level. That was the area that saw the least use, and was the least interesting for combat.
    • Goat also mentioned this, but some of the glass floors were so clear it looked as if you could fall throug them. Mostly at the Upper Courtyard and the Long Hall. It's a really cool look, and all you'd need to do is darken them up a bit more. If it's supposed to be ice, maybe have bodies suspended in it? lol Up to you on that.
    • At one point both me and my teammate had Beam Rifles at the same time. May want to up the respawn time on that.
    • Overshield felt a bit overpowered on this one for 2v2s. I'd suggest Damage Boost or Speed Boost.
    • I'm going to have to disagree with Goat on the Sunset feedback. I loaded this up in forge and I think the sunset adds a really nice contrast to all of the blues on the map. It also brightens everything up a bit showing some of the details really nicely. As Goat said tho; opinions.
    This map is really awesome, and I look forward to trying the 4v4 version next week! Keep up the good work, man.
     

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