Your maps look good. And I agree with what you feel makes for good criticism. I wouldn't be bothered too much with other maps and how many downloads they have.. Because let's be real, there's a ton of riffraff out there and they seem to be the ones with 20,000 subs for whatever reason.
If I may share my opinion on one thing:
1 great map > 3 good maps. Quality is always greater than quantity with maps. Why have 3 maps that are OK when you could have a map that many many people will enjoy?
You have some great work in your collection, but submitting 27 will diminish your feedback return. What I would do going forward is post a single map one at a time as you complete them. This will allow for maximum focused feedback and allow you to hone your skills further.
Again, keep up the great work. |
Thank you to all who put this competition together. It pushed me to create my best work and I learned a lot in the process.
I sincerely hope there are more competitions in the future and maybe ensure more feedback to all mappers next time (i know it's time consuming).
VK, MB, Janne, and all other organizers: next time loop me into the team that gives feedback to mappers, I think that a separate, larger, team could be assembled to help in this area. However, I will not want to be a judge, as I will be submitting more maps. |
"Negative" feedback really isn't bad.. It helps push your map designs further. What Akosi could have done was give specific feedback on what type of detail he would like to see on your map(s) and possibly called out some work that he did like of yours to point you in the right direction; that's what constructive criticism is.
They look good man, keep it up. 27 maps is kind of overwhelming... |
I dont think any tank should really have the massive range that the Ele and ISU/Is-2 have. The pak43 is an exception because it cannot move and rotating it has to be micro'd. Hence the pak43 is easy to bombard or flank.
The Elefant and ISU should have a good range (greater than most tanks), but I ahve come across the situation where an ISU attacked ground my Pak43 to decrew the gun/detroy the gun outright.
On maps as small as Crossing in the Woods for instance, the long range tanks rule the battlefield without mercy. I do not like this type of gameplay. |
Unfortunately, a lack of textures will distract the player. It needs to be realistic enough to immerse the player in the environment. This is of course 2nd to what you want to focus on: a good layout. But they go hand in hand. And really, the most time consuming part is the aesthetic detailing... Yet, comparatively, it is less important. |
It's a good start. Need multiple more passes on the detail. Play with expanding your texture pallet and placing more detail to capture (but not distract) the player's eye.
One thing in particular that bothers me is the river that mysteriously ends, and also has a bridge going over it. Just make that cut through the map in that corner or make it terminate at a lake of some sort... I dunno, use your imagination.
I like the fork in the road idea which holds a burned out middle. However, the fact that the devastation is so neatly contained by the roads is of some concern to me.
Just my thoughts to push your design even further. Go with it and continue to develop and experiment. I wouldn't worry about a loading screen or a tac map yet, as I believe you should work further on the design and push yourself to uncover even more secrets of the World Builder and of map design in general. |
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Thank you Hound for taking the time to post.
I have made some nice updates here, mostly concerning fine detail and other peripherals.
Some updates:
-Fixed second map entries for both sides. (notice screen shot in OP, how the base territory does not extend to one of the map entries). Both entries now work.
-Added texture detail to the main road arcing through the village. Plus other random texture detail that no-one will ever notice.
-Fixed some ambient effects to be more subtle.
-Finally added a loading screen (1st screen shot following tac map screens in OP).
I still need a map description (seen on loading screen) if anyone wants to help with that, I'm taking suggestions.
Side note: The main bunker is just a normal building as Wifi states. It would not be there if it operated as a mortar bunker or some such.. That would just be a huge variable for balanced play.
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That was sarcasm, i automatically dislake any map which has village atmosphere, but the maps looks fine but not my style, i was told in another topic i am sick of this kind of maps, because there are so many, just look automatch 1v1 mappool
Yeah, I saw your post. But the map you posted on is the most barren map I've ever seen I think... This map will be my last "nature", "country-side", "village" map for a while. I will make one that's more urban or industrial next. I can sympathize with your opinion. I happen to really like rural type maps. |
Thank you all for the kind words. Akosi, I'll see what i can do with the trees. When I was testing last night there were a couple spots where trees blocked player vision.
I still need to add action markers for smoke/fog/dust effects as well as some other small object detailing.
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