Learonys Posted September 6, 2023 Posted September 6, 2023 Heyhey guys, didn't see a dedicated thread for new maps feedback so i'd figure i'd make one here instead of complaining ingame for no good reason. Haven't played them much but i'll make sure to return here after I've played some more. Before focusing on the map I really have an opinion about, I want to preface this that my overall experience with some of these new maps is that they really have this kind of fanmaps philosophy embedded in its design. It really feels like i'm playing on MPF. easily accessible tunnel entrances very close to only one building, very open playing fields. Here's one design philosophy I feel like needs to be absolutely hammered down in designing the accessibility of a given place in a map: Easy to access - Hard to defend. Hard to access - Easy to defend. Why this philosophy? You don't want to give any team far too easy access to a far too powerful position that can't be easily countered. That's just a recipe for disaster where most games end in 5 minutes and you as an individual can barely do anything about it. It turns the maps very cutthroat which I'm sure the top 5% of players love. Not in a bad way! It makes for very intense fights where a lot of effort has to be put in to prevent the opponent from getting a major advantage. Sounds like the kind of intense gameplay a top-tier tank enjoyer would enjoy! But I come to play in a public server to casually enjoy the game. I see a lot of people playing commwars right now but I've decided that that's not for me anymore, and I'm sure a lot of people would feel similarly. The one map that i've actually played and i feel like this feedback applies, Under_sucks. You've got a huge bridge that crosses a large distance before you reach the middle point. Once you hold this point, you get easy access to whore either base without being threatened by base defences, your techies and hotwires are safe from harm because the attacker has a height advantage. If i were to try to dislodge the enemy, I'd have to cross a very open road from which I can get easily shot, thankfully the cliff the road bends around provides moderate protection for the Nod side. But i don't want to be forced to engage a gunline of death like when nod holds the field with arties in Field per example. If the playercount is high enough my contribution as an individual becomes inadequate. And then we have the tunnel entrance to the PP. This is another big question mark for me... This is just classical fanmaps design. Tunnels that are way too easy to reach for how deep they can bring you into the enemy base. Why? Do you really want to enforce 24/7 camping behavior? What's the fun in that? You're defeating the purpose of this kinda tunnel design because of how open and accessible they are, they are going to be massively camped and crowded. Just bring them somewhere where they can maybe snipe some techies or hotwires, not literally give them free access into the power plant. Or make it so you have to do a two-person wallhop like in Field. make them hop around a few obstacles first so they trigger base defences a few times. Don't make it *that* easy to infilitrate the base. Either way, feedback over 2
PwnCall Posted September 6, 2023 Posted September 6, 2023 Thanks for the feedback it is very helpful and is map makers don’t get enough of it (detailed feedback anyways, we get enough of the “it sucks” kinda stuff) my main thought on this map specifically was to make the map much less of a one entry point map than it is. there is one crappy tunnel entrance and one crappy base entrance (too easy to defend) I think this map being so new makes defending the PP harder since people aren’t familiar with the map yet, but I wanted to have at least one way for infantry to be able to infiltrate the base (I may have made it too easy especially with low player counts) this map also isn’t a typical fan map I would say since I was trying to convert a stock map into something different, the balance isn’t the best I will agree. Im trying to think of a decent solution that still allows an entrance for infantry without getting hit by agt/ob. it is also just one entrance that needs to be guarded.
InspectorGadget Posted September 6, 2023 Posted September 6, 2023 think as it is under_sucks is an amazing map if the server is filled up because it is so big and offers plenty of possbilities to get something done, it doesn´t produce these typical never ending stalemates. if it´s a 3v3 scenario it´s a bit too big, offers too many opportunities/is too hard to defend. i don´t think the map needs to be changed due to that though, people can vote it away if there aren´t enough people or it will usually end quickly. and every time i played it people picked up on the fact that the powerplant is pretty vulnerable quickly and plastered it with mines as gozy said. 1
PwnCall Posted September 6, 2023 Posted September 6, 2023 It really is one of those maps that’s much better played with 10v10 or more. and ends quick without
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