Here is the feedback that I gathered from looking around the map myself, and having some viewers playtest it during the stream.
- 5 Territory points are far to few, it severely handicaps certain factions and needs to be adjusted the recommended amount of 10, you may be able to get by with 9 or 8, but it really should be along the standard unless excessive play testing shows that there is no imbalance due to the resource income reduction.
- The cutoffs need completely redone outside both bases.
- The eastern base, has a base mg that holds the cutoff for free
- The eastern base only has 1 cutoff that then loses the entire map, would this changed to two separate cutoffs to make the opposing player choose to cutoff the fuel, or the munitions, not the entire map
- The western base features no cutoff, and both the munitions and the fuel are directly tied to the base sector, making for longer decap times for the opposing player in comparison to themselves
- The western base also features an ambient building inside the base, this is extremely imbalanced due to ambient unit call ins (infiltration commandos, JLI's, Falls, ect; ) and just needs to be removed
- The overall map feel for buildings is that they have entirely to much health overall in key positions allowing players to just camp buildings and hold sectors map with little to no threat.
- You can maintain the visual feel of the map by making the buildings below the 50% entity health overlay and making them un-garrisionable, as you did with some of the buildings already.
- Currently the map favors the eastern most base as it is able to garrison the very large full health building in the middle of the map and hold it for most of the game quicker than the other player. Either it needs its health drastically reduced or the pathing needs adjusted to make it viable for both players to rush.
Overall I enjoyed the map, but these things above all need addressed, when they are please let me know so I can review the map again.
If you need anything else please let me know. |
Could you submit this for review in this forum please? Do not include the screen shots so we can avoid clutter. TY. I will get to review your map in the coming week. |
Here is the feedback that I gathered during the stream.
- Buildings near cutoffs are imbalanced as the south base building sees multiple points and the north only sees 1. This should be an easy fix with the use of some LOS blockers (aka trees, hedges ect; )
- I would like to see the territory points repainted to better reflect the visual feel of the map. For example the middle VP along the road should be tightened along the edge of the road to better visually reflect the territory, this can be done for most of the map and will help new players on the map not feel as "lost" for lack of a better word.
- There are also some pathing issues due to the stumps along the hillside near the northern portion of the highway in the middle of the map. This needs adjusted to accommodate light vehicles as they are not able to crush the stumps that are used, making it very hard to place your vehicles accordingly. Especially in such a high traffic / contested area.
- There are also some cover imbalances when capping points (medium cover in one, heavy cover in another), this needs to be adjusted to better balance the map.
If you have any questions let me know. |
Lovely! Love that you took the feedback to heart and I adore the new layout of the map. Looks wonderful.
Onto the roads, if you watched the stream/vod you will where I can find the difference in road usage (which I believe you did watch). What you can do to resolve this is make sure that all textures you are using are from the "road_asphalt" category, as these all have the vehicle move-speed and negative cover tied to them.
So if you don't want to visually change the map (which I am personally against) I would take a texture that you know works and change the alpha blend in the colorization options of the spline and turn it all the way down, thus making it invisible but still applying the road effects that I was talking about.
If you have any questions about what I am talking about here, I will try to explain better and you can always catch me on stream again, if that is easier for you.
Also there was only 1 point that was in dire need of adjustment via the cover difference and that was the point that utilized the gravestones vs the bushes (green vs medium) I can look at it again and take some screens if that would help you.
GL and thanks again for taking the feedback well. |
Just walked around and had a viewer playtest on your map, here is the feedback that I was able to gather.
- Building balance favors the southern base due to the church being able to lock down 3 points, one is a cutoff, where as the northern mirrored building only holds 1 point, this will create a domination effect on this building due to its high health and ability to hold large section of the map early on.
- Cover balance around certain points favors certain sides over the other. What I mean that is on certain points we have medium cover and on its mirrored point is utilizes green.
- I would like to see a new cutoff utilized towards the munitions as well.
- Also would like more splat detail throughout the map (an example would be the destroyed building having no rubble splats underneath it)
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Could you submit this for review in this forum please? Do not include the screen shots so we can avoid clutter. TY. I will get to review your map in the coming week. |
I played your map (just walking around with units) nothing fancy.
Here is the feedback I came up with during the stream.
- Far to many resource points overall, the recommended amount points if 14 overall (10 territory, 2 munitions, and 2 fuel)
- Lots of pathing issues, where it visually looks like you can accommodate light vehicles where they cannot actually path
- Far to many full health buildings near the base(s)
- Buildings are also overlapping territory capture points, allowing you to capture points from inside the building
- Extreme amounts of green cover towards the middle of the map, that due to their nature, generate further pathing issues (especially when it comes light vehicle pathing)
- Map is also glaringly to large, it is clearly intended as 3v3 or 4v4 map. So the map needs significantly down-scaled in order to be competitively viable
If you have any further questions or would like me to review the map again after the changes above have been adjusted please let me know. |
Ice doesn't work like that i'm afraid, Tanks will still sink even if really shallow water (Ice mechanics). And i don't have any other clue how to make water look like "ice", any ideas anyone?
This isn't true. I accomplished non sinking ice in one my 2v2 maps, and it will still work like ice, but without the sinking. It is essentially the same concept as shallow water that you can traverse. |
That's the issue, I had the same thing happen to me when i upgraded from win 7, that's why I wanted to know so bad, if that doesn't work let me know and I will try to help you more. Also if you can't find me on here hit me up on my stream (I don't check the forums super regularly, sorry), so if you want a quick response, tag me there. It's in my profile if you want it.
But I will try to help in whatever way is more convenient for you |
I stream everyday, just stop in I do coh 2 in the mornings, im us east. |