Argonne:
Gameplay feedback:
- First of all: Mapper had worked with Interactivity Stage Editor, Impass Map Editor and Territory Editor. So he has used all tools. That is an indicator that he has potential.
- Correct amount of VP points, MP points, munition points and fuel points.
- Map size could be changed (map size is always 128 units bigger than the playable area) but that is not as crucial as the following elements.
- Map entry points: Some of the map entry points are too small for heavy vehicles to enter the map. Open up the map entry point areas for vehicles! It is a nightmare when a callin vehicle get stucked at the map entry point.
- Pathing and object placement: It seems to me that a number of objects were placed without checking the impass situation. There are trees blocking 3 or 4 squares (instate of blocking a single square). To optimise pathfinding all objects should be checked and moved to minimize the amount of blocked map square elements.
- Check bunkers and building placement. I know that this map is a copy-past version of the battlefield 1 map but there are bunkers and other gameplay related elements that will cause problems in competitive pvp gameplay (because they are favoring a single player's side or there is no mirrored counter or compensation, ectpp).
Visual feedback:
- Blend your splats and splines. As far as i can see all splats and splines were placed with 100% Opacity. Play around with colorising and opacity to enforce the visual quality of the map.
- Move objects and elements to enforce visual quality and gameplay quality. E.g. check your map with the Overlay tools. E.g. the "Draw Precise Map" command will show you problems with pathfinding and other stuff. Map could need more open space!
- Water and river elements could need more blending and adjustments to enforce the visual quality (rework the river sides. Use river bed splines, adjust the ditch splines, ectpp..
- Tiles editor: Please check your tiles. There is a chunk with 9 tiles. Red marked chunks can generate visual errors. Use the Layer count and Chunk tool.
- Water could need adjustments like water movement and color. Use the Scenario -> terrain properties -> water commands to enforce the water quality.
Personal feedback summed up:
- Mapper has potential. He need more time and experience to enforce the quality of his map.
It is a solide starte but not a candidate for the tournament (basing on my point of view).
He is able to work with all tools. Perhaps it could be helpful for him to look into Monolithic Bacons superb youtube mapping videos or to look into Maps of other mappers to learn more tricks and to enforce his potential.
Argonne
19 Aug 2017, 19:33 PM
#1
Posts: 278 | Subs: 1
19 Aug 2017, 19:41 PM
#2
Posts: 1467 | Subs: 4
Argonne:
....
Agreed, it feel it will require to much work to be a candidate for this contest. It has potential but there were obvious pathing issues, and blocking exploits.
Paint with splats and splines (colorize and alpha blend them) so that they blend better and are not so harsh.
Also try to avoid NIS objects in the actual playable area, as they will float and never take damage if any craters are formed under them.
Also make sure that you have AT LEAST 9 meters (small individual squares) for map entrance points, when we play tested we had a tiger get stuck in the out of bounds.
21 Aug 2017, 13:37 PM
#3
Posts: 38
GOOD:
1. A lot of cool ideas and setups.
2. Interesting Fuel cutoff points.
BAD:
1. Has mappers name on load screen.
2. Red Cover road around East bases. If the enemy pushes with MGs you will not get out of this base for a long time. Having to cross RED cover will result in dead or pinned troops.
3. A couple trees in West base block pathing from base. Small vehicles will stop and turn a lot trying to get thru here.
4. The Fuel setup appears to be unbalanced. West Fuel has two buildings covering it, the east has one small building. West fuel is setup as a long lane leaving limited ways to reach it, East fuel is open most directions. Maybe this is intentional as asymmetrical balance.
5. Need to check the spawn points for size. Large tanks may get trapped in the spawn area if it is not wide enough.
6. The small rock piles on the north points cause pathing issues for vehicles. Maybe remove a couple of them or place them closer together in sets to keep lanes open where vehicles can get thru. They are evenly spaced now making it a maze for your tank to traverse.
POSSIBLE CHANGES:
1. Could use some more splats/splines for blending. But how many is enough really
2. The roads on the left side have interesting cover. One road is RED cover for some portion then it is not. The muddy trail is RED cover where maybe it shouldnt be?
3. The Left side bottom has a trench wall giving GREEN cover and the right bottom has mostly YELLOW cover.
4. The middle is very tight. Large vehicles can not get thru this area easily. The map seems to want large engagements on north and south, leaving the middle section for infantry flanking only. This may turn into an MG battle.
SCORE:
7/10 - This map has a lot of possibilities. Some rework may be needed to move up to the next level of quality.
1. A lot of cool ideas and setups.
2. Interesting Fuel cutoff points.
BAD:
1. Has mappers name on load screen.
2. Red Cover road around East bases. If the enemy pushes with MGs you will not get out of this base for a long time. Having to cross RED cover will result in dead or pinned troops.
3. A couple trees in West base block pathing from base. Small vehicles will stop and turn a lot trying to get thru here.
4. The Fuel setup appears to be unbalanced. West Fuel has two buildings covering it, the east has one small building. West fuel is setup as a long lane leaving limited ways to reach it, East fuel is open most directions. Maybe this is intentional as asymmetrical balance.
5. Need to check the spawn points for size. Large tanks may get trapped in the spawn area if it is not wide enough.
6. The small rock piles on the north points cause pathing issues for vehicles. Maybe remove a couple of them or place them closer together in sets to keep lanes open where vehicles can get thru. They are evenly spaced now making it a maze for your tank to traverse.
POSSIBLE CHANGES:
1. Could use some more splats/splines for blending. But how many is enough really
2. The roads on the left side have interesting cover. One road is RED cover for some portion then it is not. The muddy trail is RED cover where maybe it shouldnt be?
3. The Left side bottom has a trench wall giving GREEN cover and the right bottom has mostly YELLOW cover.
4. The middle is very tight. Large vehicles can not get thru this area easily. The map seems to want large engagements on north and south, leaving the middle section for infantry flanking only. This may turn into an MG battle.
SCORE:
7/10 - This map has a lot of possibilities. Some rework may be needed to move up to the next level of quality.
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