**took down the old pics since a lot has changed. Will put up new ones tonight. So this is a symmetrical 4v4- focus on is strongholds. I always feel like I'm kind of looking around my map for the best place to stick those terminals and it's usually a compromise so for this one I wanted to design around strongholds from the beginning. I think really competitive strongholds should have two strongholds that can be pretty well defended by two players with an optional third player to come in and clean up, and then a neutral stronghold that needs at least 3 if not all 4 players to stuff a concerted push. I also would like it to be up to the players whether they run around the map just constantly capping or if they want to try and secure and hold two strongholds for the duration. I'm anticipating a lot of playtesting to kind of get this dialed in but that is my plan- I want an awesome strongholds map. Right now we are in second iteration ugly ass blockout. But, in the immortal words of that great warrior-poet, 50 Cent, "I'm not a pretty n*gg* but ma moms think I'm hansom..." Gt: Seems Dangerous Map: Filler (WIP)
Played this map on 3/18 in Max Extra's lobby. My thoughts: As a rough blockout it played pretty well. I felt that some of the structures around the middle that were accessible were a little too high, such that even a bad player like was able to get a few kills, because there were dead before they could realize where I was. You could lower these blocks and provide some vertical cover for players down below. I'm anxious to see how the map looks after more details have been added.
Do you mean the big cylinders in the middle shooting all the way down to bottom? I actually never even thought about that. So in the next version that gets tested you will see those cylinders scripted to rise and fall so they won't be up all the time. This comment highlights an overall issue I'm having atm which is I want to separate bottom mid from the top section of the map without creating a new playable surface. Like if I throw a roof over mid now there's a roof you can run around on. So I'm a little stuck there. Thanks for the feedback.
Sorry my feedback is late, ive been a bit busy. here are some things i noticed or thought The teleporter exit should probably be adjusted to not have you walk out in to a wall that quick the top stronghold needs to be lowered a bit you lose it in the ditch next to it I do like the strong hold locations I think the map is on the slightly larger side and may need to be scaled in a little. I also think the power weapons are good, but need to be a bit better advertised or lead too. most of the fighting seemed to be around the top stronghold in the games i played, perhaps find a way to not have players stay there and want to move around a bit more. I realize its an early block out thats why im not talking on looks, just stuff that can be addressed here. hope this helps let me know if you have any other questions. I enjoyed the map and would like to see it with more work done
Thanks max. I've had a bunch of good tests now and a lot of similar feedback so hopefully I'll have an edited version for your lobby Friday. That's the plan.