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Originally Posted by Furry x Furry
At first glance, it looked like it was empty because of the use of space. After a while I came to realize the flow could not have been better and that the emptiness came from the sense of abandonment as you travel into the outer landmarks. As for the graveyard area, it is perfectly fine guys. Those stones can really save you from the ghost and other tools of destruction alike whilst getting there is the challenge. I also love the theme of Brute vehicles, definitely a nice little side motif. The story is one of the best I've seen thus far and I can't wait for more to come out as the series progresses.
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Thank you very much Furry, Jim and I appreciate the feedback.
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Originally Posted by madz333
"The Unicorn Nebula" - Priceless
Anyway, the map looks good, i like the fact that you chose Brute Vehicles, though I have to see how that affects gameplay. There also looks like there is a large open spot on the bottom right of the overview picture, It feels like another structure should go there.
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Several people said that we should add something in that area when seeing the map in Forge, however all took that back when actually playing.
The area on the bottom right is open specifically for vehicular combat, with just enough cover for those on foot to take out the vehicles.
During testing, we definitely found that while it may look too open, there's no need to add anything in that section of the map.
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One last thing, the attackers almost dont have a base, but rather like two or three mini bases, which could affect Symmetrical gametypes, unless it was designed exclusively for Asymmetric.
Good job
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The map was specifically set up for Asymmetrical games, as you questioned.
I don't think Multi Flag would play too well, considering the obvious height advantage the Defenders would have, and One Flag is most certainly the highlight of the map.
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Originally Posted by Meteor
It seems a little odd to me that you would say this as it is obvious you have put a great deal of effort into the aesthetics of other parts of your map.
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I say this because there is no right or wrong way to make something like the Graveyard.
There's no doubt that Gravestones vary in size, and we used the pieces that we did for a reason.
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Sadly, it seems that many of the angles you have used on the ramps and corners are too sharp and this will most likely have a negative effect on gameplay.
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Believe me, there are no such problems.
Ramps are easy to walk up and down, and there's absolutely no effect on gameplay in that respect.
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Originally Posted by Rorak Kuroda
I have gotta say, this is one of the first maps I'm downloading when I get my xbox back. The defenders base has such an incredible aesthetic quality to it. Superb job.
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Thank you very much, we really do appreciate such feedback.
If you get the chance, it would be great if you could let us know how the map played for you!