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07-31-2009
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#1 (permalink)
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Don't Panic
Join Date: Jul 2008
Location: West Allis , WI
Posts: 1,512
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Feedback-7/31
Please post all feedback here for test(s) on 7/31.
Maps Tested Today:
Malaria
Bone Yard
Shine
Thank you.
~KB~
 
PM, VM, or IM me for help with the FH forums about :
The GnA Section, about Graphics in general, or just to talk about something
I'll always respond :D
Oh and add me on Xbox Live if you want im a pretty fun guy to play with once you get to know me :3.
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07-31-2009
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#2 (permalink)
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Junior Member
Join Date: Jul 2009
Location: north yunderup, WA
Posts: 14
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BONE YARD
i liked playing on this map it was a creative idea with a few transitions. there was a few things i liked and things i disliked.
liked:
1. the transitions
2. the rocket launcher is better for increasing chances of winning
3. the sniper tower for a known fighting place
4. the place is open and no spot is safe
disliked:
1. the spawns, they only seemed to work for team slayer but still wasnt the best
2. i seemed to get stopped alot by the items on the map
3. wasnt the neatest of maps it looked messy with weapons just layng in a rndom spot
improvements:
1. obviously changing the spawns around a little
2. clean it up a bit make things a little neater
3. add some interlocking or straiten some things up a bit
apart from that it worked well for a few gametypes and was fun and can have a few laughs. if you fix the spaqwns up the map wil already be alot better but keep trying and good luck for future maps.
LETS SAYIM BIGR
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07-31-2009
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#3 (permalink)
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Junior Member
Join Date: Jul 2009
Posts: 42
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uhmmm.... waddya mean clean it up? everything is perfectly straight and aligned o_o
also, add some interlocking? there was a LOT of interlocking. go look at the map in forge and see. and weapons were by no means placed in "random spots" they were all placed in locations that made sense and had a lot of thought put into them. they were very strategically placed. please don't post things in your review that aren't true. I'd rather have a short review than one that has things in it that are inaccurate.
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07-31-2009
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#4 (permalink)
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Member
Join Date: Mar 2009
Location: seattle
Posts: 356
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Quote:
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i seemed to get stopped alot by the items on the map
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what? Will you please elaborate.
Quote:
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clean it up a bit make things a little neater
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honestly this is just not true. the map is perfectly straight and lined up, unless it was intentionally askew.
Bone Yard
after taking part in most of the tests and helping out in forge, I can say this map is very good. the only problem left is the spawns, which aren't that bad anyway. the map flows well, has points of interest and an amazingly low amount of camping spots. If you fix the spawns, I think the map will be complete. while you could probably do with a little more height advantage, the map is pretty much complete.
LIKES:
~weapon placement
~layout
~aesthetics
DISLIKES:
~spawns
SUGGESTIONS:
~fix the spawns
Besides the spawning issues, I cant think of anything else bad. I was considering suggesting more aesthetics, but the map does have aesthetics, they are just less noticeable than other aesthetics. you do have budget left over, so maybe you could do with a few more barrels and pallets, but otherwise this map is complete.

thanks to RaBBiiTTT for the sig :)
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08-01-2009
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#5 (permalink)
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Heroic Member
Join Date: Mar 2009
Location: Massachusetts, better than yours.
Posts: 1,220
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Bone Yard
I played Team Slayer, FFA Slayer, FFA Oddball, Multi Flag CTF, and a modified Juggernaut gametype.
-Likes:
•It wasn't aesthetically pleasing, but it was very neat.
•Ghost was only allowed certain areas due to roadblocks.
•Enough BRs, but enough CQC so that AR spawns were good too.
•Most power weapons had a good sense of Risk vs. Reward.
•Great, unique map layout.
-Dislikes:
•That the Ghost has a chance of using the stairs to get over the barrier. Try putting a shield door upside down low to the ground so the Ghost doesn't have a chance of getting into the bases.
•No need for a lot of the weapons to be on weapon holders on the ground. Try putting them in more noticable areas if your concerned about them not noticing it. xD
•Spawns in the middle. In Team Slayer they were fine, but in FFA I was constantly spawning in the middle watching someone spawn below the sniper and vise versa. Move some spawns around, ESPECIALLY the fence walls in the middle.
•Respawn Area placement in MFCTF. Place them like this:
-Comments:
•Set it up for Neutral Bomb, just do it. ;)
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08-01-2009
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#6 (permalink)
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Junior Member
Join Date: Jul 2009
Posts: 42
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thanks for the review :) I know the spawns sucked, it's better with less people. I'll fix that. as for the ghost, the ghost absolutely cannot enter the base. I've tried a thousand times, it isn't possible. it can get out (and die from flipping and getting shot at), but it can't get it. I won't add a shield door like you suggested, though, because that will interfere with grenades. also, there is no room in the budget. besides, it'd look like crap. if you have any other comments, please let me know, every bit helps, and I hope to see you in the next test :)
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08-01-2009
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#7 (permalink)
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Member
Join Date: Mar 2009
Location: seattle
Posts: 356
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Quote:
Originally Posted by versusINK
thanks for the review :) I know the spawns sucked, it's better with less people. I'll fix that. as for the ghost, the ghost absolutely cannot enter the base. I've tried a thousand times, it isn't possible.
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O RLY? I distinctly remember getting the ghost in the attack base while you were teleporter writing.

thanks to RaBBiiTTT for the sig :)
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08-01-2009
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#8 (permalink)
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Junior Member
Join Date: Jul 2009
Posts: 42
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Quote:
Originally Posted by used man
O RLY? I distinctly remember getting the ghost in the attack base while you were teleporter writing.
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noooo, that's not what he means. he means getting the ghost past the barriers by the stairs and into the attack side. you can get out of the attack side that way, but not in. and that barrier has been fixed, anyway.
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08-01-2009
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#9 (permalink)
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Member
Join Date: May 2009
Posts: 335
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Bone Yard: Although I gave you a bunch of verbal advise a while ago, here is my written review:
Likes: The map design is very nice, there is plenty of risk v reward. For example, the rocket launcher is in the middle hallway but the 2 balconies overhead can make that a dangerous area. The Ghost is placed nicely. Although I was skeptical about the Ghost barriers at first, I think they work much better during gameplay so when you drive the Ghost, you are limited to where you can go. The map is roughly symmetrical, but still has a bit of asymmetrical in it. The interlocking is also very nice, I don't know what someone was saying above, but it looks very nice. None of the weapons are overpowering and FFA played very nicely.
Dislikes: There are a lot of weapons that don't seem to have enough ammo in them when I pick this up. For example, a lot of times I run out of BR ammo shortly after picking it up. I'm not sure if this is my bad luck, or if they only have 1 extra clip of spare ammo. The sniper tower has a lot of action, but it is really simple in the sense that it is only 2 stair cases and a flat surface at the top. I don't know how to remedy this, but it doesn't really play as well as the rest of the map does. The spawns just didn't work in CTF. I think there was a neutral spawn area in the middle, which might have caused the awkward spawning. The map really didn't play CTF very well, although this might have been due to us having a lot of players. Lastly, some of the boxes and crates that are used for jumping over certain walls and fence walls can be quote frustrating just because they aren't placed directly in front of the wall, but to the side. Just move them over in front of the wall.
Suggestions: Adjust the spawns and spawn areas, add more ammo to certain weapons, move crates that are used for jumping over so they can be more easily accessible. Overall, it was a great map that is actually quite fun to play on.
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08-01-2009
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#10 (permalink)
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Junior Member
Join Date: Jul 2009
Posts: 42
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thanks for the review :) just to reply, the sniper tower wasn't really designed to be a sniper "tower", it's just a raised area with a sniper rifle on it... idk. there was a barrier in the front, but since it's a movable object it can't be interlocked, and I need the signs on the sides of the stairs to keep the ghost out of the attack base, so I don't know what to do. as for spawns, agrees, they need improvement. I'm working on that. lastly, about the ammo, that was intentional, but I'll make note of it. you aren't supposed to be able to carry one weapon for long, though. and all weapons (rockets, mauler, and SR excluded) have 10 second respawns, so you should have found plenty of ammo. I'll increase it a bit anyway if it's really a problem. I didn't have that problem, and neither did anybody else, though. maybe it was just luck. haha. I moved as many of the crates and stuff as I could, but some of them needed to stay because the doubled as cover.
*edit* I checked the BRs, they have 1 spare clip, but this is part of the balance. I don't think I can change it without messing that up. for its size, this map has a lot of weapons. having little extra ammo is part of keeping this balance. it forces player to find new weapons frequently (there are plenty). this also makes it difficult for any one player to hold total dominance over the other players on the map due to skill with a particular weapon. if they get far enough along to have a killing spree, chances are they'll need a new weapon, and this balances things out a bit. alsooo, the life expectancy of a player on this map isn't that long, so they shouldn't need a ton of ammo. when they die, they drop ammo for other people to pick up. with the number of dead bodies combined with the quantity of a particular weapon (BR especially) combined with the small area of the map, this would allow players to pick up a lot of extra ammo, defeating the purpose of forcing them to switch weapons so they don't just dominate with one weapon the whole time. kind of confusing, I suppose... but the weapons are like that so it's a little more even for everyone.
Last edited by versusINK; 08-01-2009 at 21:35.
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