Map Playtest Feedback MegaThread

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Re: Map Playtest Feedback MegaThread

Postby RickJames » Wed Jun 11, 2014 2:17 pm

It's generally bad to spawn in a safe location and only have to take 2-3 dodges to get to a point (or up top in this case). Why make it easier? You want to reward fast movement to the point, not give one spawn a home-free path there.

Also, you'd be making it easier for an amp player to drop off top into the spawn area at flak/sniper, since he'd just have to dodge back up top to restack, instead of being vulnerable along the path.
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Re: Map Playtest Feedback MegaThread

Postby Junkyardboy » Wed Jun 11, 2014 3:19 pm

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Re: Map Playtest Feedback MegaThread

Postby RickJames » Wed Jun 11, 2014 5:48 pm

No, it's already really easy to get up top. Wtf are you on about with this "5 million steps" stuff? Obviously you need a balance, and that's not related to what I said at all. You just exaggerate and then accuse me of being against all change.

The back/short lift ramp is much more enclosed and predictable than the portal way of accessing top. It's ok to have this back spot easier to access with the little ramp, since the predictability of the route offsets the pressure from attacking players some. Amp guy can easily be predicted and choked here. But the portal route is much harder to do this at, so giving anyone such easy access to it doesn't make sense. How are you saying someone could be boosted down from this proposed ramp? By a top guy going through the portal and standing there or by the hallway guy? It would be stupid for either of them to go that far out of position.
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Re: Map Playtest Feedback MegaThread

Postby ph34r » Wed Jun 11, 2014 5:55 pm

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Re: Map Playtest Feedback MegaThread

Postby Junkyardboy » Thu Jun 12, 2014 11:44 am

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Re: Map Playtest Feedback MegaThread

Postby Junkyardboy » Thu Jun 12, 2014 12:07 pm

Curse can be reworked for the better if you considered making one or all of these changes:

-Swap Armor(Rockets) with Thighpads(understairs).
Reason: armor too strong of a pickup for high player. Gives hallway more responsibility to control point. Nerfs Amp slightly. To balance risk/reward, armor can be placed in the(amp secret room), making it more challenging to control.
To further nerf amp, move thigh pads down to the big lift making it an easy pickup for ledge and much more risky pickup for amp. Completely replace the room with armor with a stack of vials.

-re-addition of the two cubby holes (original curse)
Reason: opens up map, makes it easier to reach hallway point. opens up flow of map for players who spawn ripper low.

-make 4 little holes in hallway(sniper) a big hole
Reason: because it makes the point more interesting and fun, boosting becomes viable strategy
Last edited by Junkyardboy on Thu Jun 12, 2014 12:40 pm, edited 4 times in total.
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Re: Map Playtest Feedback MegaThread

Postby ph34r » Thu Jun 12, 2014 12:19 pm

your first suggestion was to put the armor on top of spawn points JYB, i stopped reading from there. Stick to DM-Duku
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Re: Map Playtest Feedback MegaThread

Postby Junkyardboy » Thu Jun 12, 2014 12:28 pm

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Re: Map Playtest Feedback MegaThread

Postby Carras » Thu Jun 12, 2014 1:41 pm

i think mega-threads are very unorganized. Can we make individual threads for each new map so discussion can be more focused and easier to keep track of?
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Re: Map Playtest Feedback MegaThread

Postby KNOCKOUTDAD » Sat Jun 14, 2014 1:41 am

would play all. 10/10.
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Re: Map Playtest Feedback MegaThread

Postby Xenoscythe » Sun Jun 15, 2014 7:32 pm

Amp wall bug on nitro, prevalent in the global match!
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Re: Map Playtest Feedback MegaThread

Postby Xenoscythe » Mon Jun 16, 2014 9:15 pm

Begging anyone to re-texture seraphim, its so red biased, everything is redy-orange.

Here a few screenshots to show what i mean :

Last edited by Xenoscythe on Tue Jun 17, 2014 7:20 am, edited 1 time in total.
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Re: Map Playtest Feedback MegaThread

Postby Sonic|^ » Tue Jun 17, 2014 7:19 am

Image.........
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Re: Map Playtest Feedback MegaThread

Postby PACO » Wed Jun 18, 2014 3:15 pm

Tempest - A+. The new changes make the map infinitely better. Nothing else to say. Low has a lot more depth and the belt is actually up for grabs without completely sacrificing time.

Deck - D-. Didn't like the original Deck, don't like the new Deck. The pillars by Lifts are hideous and the map is overall not that fun. People might disagree with me but I'm happy I won't be around this season if it's added.

Cinder - B. I have some ideas for stuff to do on this map but I'm sure it would be met with a lot of opposition. Overall, it's not bad.. could be better. Decent map.

SlimeTime - A-. I played it once but I really like this map. I haven't been a fan of many Windigo maps but it is clear that he put a lot of thought into SlimeTime and it is overall creative and has a nice flow to it. The amp is currently somewhat easy to solo, not sure if that is a good or bad thing. I might have better suggestions after more reps but overall this map looks VERY promising.

Campgrounds - B. I like the old one but this one isn't bad. The textures are okay and the change at statues is okay. Not sure how I feel about the new spawns:



Overall, decent changes. I approve Tempest and SlimeTime in particular.
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Re: Map Playtest Feedback MegaThread

Postby RickJames » Wed Jun 18, 2014 4:58 pm

That's the biggest problem with the cg edits, the increased frequency of spawning right there. Gives slow movers a free pass to bridge and dungeon, and I didn't even consider the problem of the statues player spawning there more often.

PS. I'm liking slimetime more and more as I spec it. Not sure how I feel about being able to solo grab amp- It's possible on a couple other maps, but totally unfeasible, so this would be the first time we see it consistently being done. Will start pugging when my classes end this week to test.
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Re: Map Playtest Feedback MegaThread

Postby ph34r » Wed Jun 18, 2014 6:13 pm

in the allstar game i spawned in the same place literally 10x in a row on CG, more spawns are welcome. Also paco is an idiot for not liking the deck edits simply because the pillars arent aesthetically pleasing :lol: the map owns now and is why Monk and I agreed to allow it in the allstar game instead of Cinder.
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Re: Map Playtest Feedback MegaThread

Postby khxmz » Thu Jun 19, 2014 5:07 pm

New Cinder coming soon (whenever someone uploads it). DOM-Cinder-619.

- Attempt to fix CPs showing up on HUD
- Moved KEG to boost ramp at Corner CP
- Moved thighpads up to high at the 3 vial location
- Added more zones to map to help even out spawn frequency
- Stairs -> Ramp treatment
- Cooldown on high lift decreased
- Readded Monk's fav spawn at old KEG location (he wouldnt add map to list last season without this btw)
- All changes came from community feedback -> ph34r, pete, rummy, csn just to name a few
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Re: Map Playtest Feedback MegaThread

Postby kud » Fri Jun 20, 2014 3:04 pm

i re-textured peak
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Re: Map Playtest Feedback MegaThread

Postby csnafk » Fri Jun 20, 2014 5:28 pm

Ser Kud you are such a dick i was so happy for a second there
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Re: Map Playtest Feedback MegaThread

Postby InfamousRaider » Tue Jul 01, 2014 7:39 am

I think Typhoon needs a health pack up top. As it currently stand there is no health up top but players who just died are rewarded with vials. Also, if you snipe someone on their way up they just grab a health pack and are back at full health.
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Re: Map Playtest Feedback MegaThread

Postby Xenoscythe » Tue Jul 01, 2014 8:04 am

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