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Ya know, there's a ton of positives to this map, and a lot things that I like. But I also see some pretty glaring issues. Time for the map's first real criticism (with love)
*Note: I only really go into such detail on map's that I feel have a ton of potential, and ones that I really could think could be all-time with some tweaks (this is based off of a forge-through. No games have been played yet. But I do have a ton of experience and the criticism Im going to offer is more along the lines of what I feel to be basic principles to map design that can be pinpointed pre-testing..though I do plan on testing).
I appreciate the thought you put into the layout, the lines of sight, and the larger-than forge feel the whole map gives. But I also feel you way overdid it on the aesthetics, and that some budget could be spent in more suitable ways.
The middle structure feels pretty awkward. I want to comment on the Rockets/Overshield spawns.. but without tests I don't feel comfortable. Moving on, I don't think one should have to jump to get onto the central structure. I think the combination of all the cubbies/crevices down low, with the low ceilings might be restricting on player flow thoughout that structure. I think the structure should probably have at least 2 ways to get on top of it (on opposing sides) that don't require a jump. This is critical to mainstream maps, and if you are planning on attempting to get this into matchmaking, you should aim to make the map as user friendly as possible.
I think the teleporters, while giving that nostalgic Coagulation feel, are poor design choices in their current form. With all the aesthetics used in the other aspects of the map, I'd bet you could easily muster up roughly a $100 (maybe more) to both work on the central structure to improve its flow and intuitiveness, and to improve the receiver node locations. Build some small semi-structures up around those to give them more of a sense of purpose. While I understand their location and the LOS that is, and more importantly isn't available at their locations, they still feel out of place. These structures do not have to be elaborate by any means, and could probably be done with less than 5-6 items each.
The vehicle placement behind the grass base doesn't seem very sound.. The semi-circle 15 yds from the base doesn't match the feel of the rest of the map's cohesiveness. The vehicle spawns in the blue base are much more sound. I know you can't exactly just throw the grass base vehicles inside, but Id like to see a more cohesive unit (base+vehicles) overall, if that makes sense. Hug the mongeese to the walls more. Perhaps group them together on the same side and do the same with the Hog and Ghost on the other. You could play around with it, there's a few different ways to go about it. Also, mongeese on 90s but the Ghost on 30s? Bear in mind the mongeese on Valhalla are on 10s respawn timers. Yours could very easily drop down to 30s, if not lower. Mongeese don't tend to get blown up as much as other vehicles do. Somethin to think about. That's pretty quick for a Ghost respawn as well, usually, but I can't really comment on how that particular aspect will affect gameplay without tests.
I do LOVE the Blue base's layout though. Very, very nice. Large, intuitive, pretty. However, the 2 side structures with the carbines on them require a crouch jump to get on top of. I already addressed this a bit earlier. Needs a ramp like the side structures for grass base.
Overall, I think the map has a TON of potential, but I think you may have missed the mark on some parts as well. You have a good idea of what you're doing in forge, obviously, but I fear all the overdone aesthetics are ultimately holding the map back. Well, not the aesthetics themselves, but the lack of money due to the aesthetics.
I'd really LOVE to see some changes made before you submit to ATLAS. I think you'd see far better results, and could end up with one of the top Sandbox maps so far.
Cheers, sir.
Last edited by LIGHTSOUT225; 07-02-2009 at 02:49 AM.
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