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Ever since I first played Zymotic, I knew it was a great map. I'm glad you implemented my suggestions, and I'm even happier that they actually worked out. I was scared they'd just make it worse, but I guess I was wrong.
Zymotic plays beautifully in aesymmetric games, which is understandable, considering it was made for them. One Flag (esp. the custom gametype) is my favourite, although One Bomb plays great as well. The King of the Hill game I played was a bit of a disappointment, but the fixes you implemented should have fixed all of the troubles our party had with it. I forgot how Team Slayer plays, but I'm sure it plays wonderfully. I still wait to play Territories; I just hope you're able to find enough unimportant things to delete (ahem *tin cup* ahem).
I still think that having a third opening to the back hallway that appears in symmetric games. You could just do one test of that in Team Slayer. I think it would greatly help the map's flow right there and make the back hallway more used, even if no powerful weapon spawns there.
As far as weapons go, they are very well laid out. They are well-balanced, and there's never one very far away. The sniper is very risky, but is worth it when your team controls it. I wouldn't change a thing with the weapons.
Trust me. The map itself is forged perfectly. In all of my testing I experienced no bumps or grenade slips. Everything is interlocked perfectly and geomerged where they need to be. The aesthetics are beautiful as well. Thought the four corners of the map have different individual styles, they are all connected by the maps overall aesthetic theme (as well as the central complex).
Zymotic truly is a masterpiece in all definitions.
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