PROXIMA V1 DESCRIPTION "Symmetrical map created for TU or MLG ZBNS slayer. 4-8 players recommended." Proxima is a symmetrical 4v4 map of mine who's weapon layout and map layout are both heavily inspired by Countdown. Basically, I'm posting this because I would like to put out as nice a final product as possible before actually uploading it into the competitive section - so please leave your comments on things that should be changed or altered! SCREENSHOTS SIDE NOTES A couple things I was just wanting opinions on: Lines of Sight: I know there are a couple long sight lines, particularly the underside of the bases. I'm curious to hear opinions on whether this is good or bad - or possibly suggestions on how to shorten those particular sight lines. Jet Packs: I'm wondering if there should even be two of these. Maybe just one neutral JP would be enough? Thoughts? Capture the Flag: From what you all observe, I'm wondering if I should even bother with setting up CTF. How do you think it would play? Lifts: I myself thought it was pretty obvious what on the map were lifts and what isn't, but I'd like to know if anyone felt any confusion on if they're lifts or not so I know if I should add tin cups. Yeah I basically copy/pasted this... haha. Again, I'd really like to see some opinions here, and suggestions on how to further improve the map.
Nicely done, like the clean colorful look, raise the camo up by a zit, keep up the good work, broham.
I like it. I think you might pay even more attention the detail than me and flamingo. The lines of sight are good. Players should be able to see across the map in a few places, just not see the entire map from one place. Jetpack doesn't look like it would fit the map very well because it's a bit confined. For some reason if just feels like a drop shield type map. I don't think CTF would play poorly on the map so it's worth setting up. It's not difficult to get a game of 8 so testing it once shouldn't be a problem. Lifts won't be obvious to a player one here for the first time. If there's space to the side you can put a tin cup and 90 decrees and ~10 degree angle to the lift surface so it just looks like an arrow pointing up. Otherwise a shield door at z-fighting range of the surface will make it show up blue so it's obviously a lift.
Minus one obvious long LoS (which is a good LoS, very unique I guess would be the word) it looks a little close quarters. Mostly because all of the side rooms/hallways have a pillar in the middle of them. I'd have to see it in person though.
Looks pretty cool. The only thing I can say is that the 1x1 tall and thin and glass sails in the tunnels are pretty unnecessary, unless it blocks a large LoS. If not, I suggest removing them completely, that way players can move around comfortably in the tunnels. They're pretty small as it is.. so, yeah...I'm hungry. I'll give it a DL and check it out further.
They're definitely originally there to block LoS - once you see it in-game you'll understand why I need them there. I'll look into it then. Ohoho, with my derpy friends, it most definitely is hard to get a 4v4 going, lol. This might take some map alterations then, since those tin cups are so damn expensive. Again, I'll look into it. There's always something to delete...
Get berb to join your game. He joined when I was forging last week and within five minutes I had a full game because I stupidly forgot to set it to invite only. I may be able to help with this. After making a gauss proofed btb map under 5k, getting 100 or so for a tin cup/shield door shouldn't be a problem. Edit: I forgot to mention earlier, images 5 and 6 are the same.
I gave this a download and checked it out in forge. The screenshots compelled me to. The map layout is great. It flows really well all around the map, that naturally guide you to power positions required for map control. Top Green seems like where it's at. I wouldn't change much about the layout at all. Eightball mentioned about the 1x1 tall and thins with the glass sails, and I agree with him. It blocks so little LoS that it doesn't seem necesssary. Removing them and giving players more room to strafe seems more practical, IMO. I took your lift from bottom green to top green made out of the 1 way shields and the large walkway cover, and it was bumpy 2 out of 3 times. A simple nudging should do the trick. I gotta disagree with Pyro about adding the tin cups to indicate one of the other lifts. Dropping down the lift shaft once will let the players know what's up. You don't wanna hold player's hands around your map, let them figure it out. It's always nice learning something new about a map, and having that advantage over players who haven't played it. In response to CTF, you never know for sure until you try. I would place the flag around your initial spawn area, it's the only neutral red or blue spot where the flag won't end up running straight down the middle. Some of your spawn points are orientated away from the center of the map and while this would be okay for dynamic slayer, it would be a bit confusing for objective games. Last thing, I would definitely decrease the object count. I got some screenlag around the map in a few places. You shouldn't have too much trouble decreasing it though, you have a lot of 2x4 blocks for floors which can be substituted for something else. Maybe a few struts can go too. It would also be cool if you had some sort of jump up to the 5x1 blocks. Not sure if I missed one you may have placed though. Looks legit dude. It's already a solid map and I'm sure you can make it better. Edit: Just noticed your side notes section. The LoS seem fine to me. Most of the map consists of medium range engagements, so having the line LoS down the middle of the map pushes players towards the sides, and seems like a good idea. The underside of the bases has the same LoS I think, but again it doesn't bother me. I would only be worried about players cutting straight across the bottom of the map, rather than it's LoS. I think a neutral jet pack would definitely be handy somewhere on the bottom floor.
I know what you're saying, but the LoS in that particular spot just seems so daunting without it. It's not really the fact that you can see cross map in one direction- but in that one room you can see cross map in two directions. I felt with the pillar there you could at least gather yourself long enough to form an escape plan. Without it, if you even begin to lose a DMR battle, you're almost certainly dead. This of course, is not always a bad thing, I'm generally all for getting rewarded for being "the better player". I'll play around with that area. I'll mess around with the pieces and try to smooth it out. As for visibility, I am inclined to agree. Personally, I think the lifts are rather obvious- after all what else is that doorway in bottom green going to lead to? The one way shields on both of the side lifts actually have blue visible. I think that if I do acquire the 300 dollars needed to put tin cups on the lifts, I will - but if I find nothing worth sacrificing, I won't. It all really just depends on where my budget stands. To place the flag stand near the initial spawns was my first thought as well. But then I would have to take into consideration the amount of time it would take to capture a flag. All you would have to do is throw it off the base and go up the enemy's lift. My other thought was to put the flag in the bottom of the base, where the two main lines of sight intersect. This would make it tedious to pull a flag, and require most of the other team to be distracted and or dead. Which I suppose is a good thing. So if I set Proxima up for flag, I think I might choose that location over the initial spawn location. Get rid of some struts... D: my babies... I'll think about it. I did use them quite exessively. Piece count... I'd replace the floors if I had any leftover coliseum walls... but... I suppose I can try to free some up. I'm not sure though. I don't have any jump-ups, but I felt you should be able to get up there, hence the jetpacks.
When I first saw this I thought to myself, wow did Res actually make a Casual slayer map, but then I thought nah that's impossible to see. Hehe. I really like the 1x whatever piece on the tall and thins, it looks nice, and the first screenshot the sight lines like that remind me of my map I showed you "shikarish" or something. Looks good though, I see a little bit of everything from your previous work in this, and that's not a bad thing.
I tried, yo, I really tried. I had a sword down and everything, AR's and all that crap. Then I snapped and went all MLG weapons. Just didn't feel right without 'em. The 5x1's aren't causing lag, and are more there for style preference. I'm aware they have lights. The sails are more likely than not, going to go anyway. No one seems to like the way they're blocking LoS, and I'm afraid they may contribute to the framerate originating from the back hallway.
I actually just walked through your map, and did feel framerate in that los because of the 5x1s and because of how many objects were on my screen. If you like the way it looks regardless, fine...but usually when people ask for feedback, that is the first thing I address.