I agree with most of what you said k4r4t3k4n4k4s but there's a few points I'd like to make
k4r4t3k4n4k4s wrote:I think you need to shrink and remove a lot of the side passages to make this good. The mostly played maps are pretty straight and simple but are providing lots of opportunities for action. If maps are too large and spread out players won't find each other, it will be hopeless to defend base and game will be boring.
Alot of people have mentioned this one way or another so far but I don't see where they're coming from. There's only three main paths to this map:
You have the blue line which is essentially a straight line from one base to the other, and then you have the two paths on each side, which only have one path that can lead from one base to the other. These are interconnected with mid-field. I guess what I can do is get rid of the divider that I circled in yellow, but I put that there on purpose so it wouldn't be too easy for players to get from one tiberium field to the other. If I do get rid of that though I'd have to redesign that whole left area to make it faster. The right mid-area seems fine, maybe
a bit roomy though so I might shrink it down just a little.
k4r4t3k4n4k4s wrote:- Remove "the big doors" to areas and/or make them shootable
The big-doors open once you get near them and then they stay open for the entire game. It's more of a design aspect and I don't think it's that much of a problem
k4r4t3k4n4k4s wrote:- Put more effort in designing base area. I'd say after overall design this is the most important. It's here users will spend a lot of time defending or trying to enter. It should be fun to stealth your base for example.
I don't know if by design you mean detail or the overall building placement. The building placement seems fine (Pretty much the same as Shattered Remains) and the blue base seems great when it comes to detail. I'll probably add more physical objects for cover/stealths for both bases and detail red base more
Ru5tK1ng wrote:However, there are many HOMs and floor/wall glitches all over the map. There are spots where you can see behind walls or into another sector. Blue Tiberium has an impassable line or something blocking the brown walkway so you can't traverse one of the sides. There are several bleeds and slimetrails; what node builder are you using? I know it's a WIP, but take another moment to clean up the structure and refine all the issues before you set up any serious play testing.
I seriously don't know what's up with that because I've had to have fixed at least over fifteen of these damn things so far and I've never had this problem before. The impassable line at the blue tib field is just another HOM/node builder issue; I'll just have to fix these all one at a time when I find them or when someone else points them out
Ru5tK1ng wrote:The pathways are good, but still need more streamlining. They need improvement on flow and general direction. Make the pathways more intuitive and less maze like. You have a decent premise but there are things that can be made better if you take the time and put in the effort.
The right-side seems fine (maybe I can change it so getting to the red base isn't as long) so I'll have to mess with the left side.
Ru5tK1ng wrote:Don't let your map be shit like immortal kombat.
wtf chainsaw combat is a great map that should win a Cacoward