Quote:
Originally Posted by evan12075
I myself no far a fact that nothing is sloppy or bumpy on the map from playtests. But bein at forgehub for awhile now debo, you should know that people judge based off pics... Everything in the map serves a purpose and nothing is too "random." I loved the forklifts scattered around for cover but can easily be countered by chuckin a grenade at the forklift. the map couldve been put in the aesthetic section... but it just plays too well too put it in the aesthetic section...
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I know that people judge based on pics. I just didn't know that said people can't actually look at the pics they judge a map by.
And yeah, I thought about telling Felipe to put it in the Aesthetic section, but settled on Competitive because it just plays so damn well. Ever since we fixed the spawn areas, no spawn killing has occurred whatsoever, and every objective game I've played hasn't revealed any map exploits. The only possible exploit is control of the Wall, but since there are no Respawn Points up there and the weapons spawn slowly, its power is effectively nerfed. Not to mention that the Double Walls interlocked as cover effectively reduce the amount of domination a good BR user has over the map.
I really like the fact that the map's geometry allows someone to play how they want though. That's what sold me on this map. For instance, if a player wants to engage in close quarters fights only, all they need to do is patrol the Dragon or the Shotgun base. If they like long range, they head for the Wall, and the rest of the map caters to mid-range combat (the bottom). I've just never seen a map that plays like that, as comparable maps like End of the Line, though still awesome beyond belief, usually focus on a certain combat range (mid- to long-range combat was EotL's focus).
Felipe really has a talent for structure-making, in addition to scenic sculpting.
Felipe, as an FYI... this is post #37. And I have it.