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Old 2 Weeks Ago   #1 (permalink)
SuperFly
 
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Feedback-11/6


Please post all feedback here for test(s) on 11/6.


Maps Tested Today:

Duncan Hills

Thank you.
~RedNeck~

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Old 2 Weeks Ago   #2 (permalink)
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I really enjoyed playing this map though the annoyance of my friends ruined it.
Likes-
I love the asthetics and the way you blocked some of it off.
The gameplay was great also.
My favorite had to be team slayer on this map.
Dislikes-
I really felt one base had more of an advantage when having more protection.
People can easily take advantage with vehicles.

I would give it a 9/10


Ninja Jumping Semi-Pro. and member of Team Uprising.
My jumping maps:
Jumper: Elite Jumper: Ghost Reality
My Infection Maps:
Planet Terror Factory (0%) Forbidden City(20%)
Mini-Game Maps:
Don't Fail on The Hill (20%)
Testers Guild Member :)
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Old 2 Weeks Ago   #3 (permalink)
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this map was quite enjoyable i'd like to play it again some time.

likes: the maps on breakable, even amount of game play.

dislikes: one base has more of an advantage.

other then this everythings ok so i give it an 8/10


the only regret i have is running out of ammo
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Old 2 Weeks Ago   #4 (permalink)
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Duncan Hills is quite the masterpiece. There isn't much I could criticize about the map without some contradictory fact that rebuts my complaint accurately. While in-game I made sure I got a hold of both snipers, the laser, and the chopper at least once to test how it flows with the map. On the defenders sniper spawn your LoS consisted of the key-hole, small areas in front of the base, and the attackers teleporter. While on the attacker's side the sniper could see the key-hole, their man cannon, and their teleporter. Neither side could get a clear shot at either base, excellent. The laser spawned in the exact center where both teams had equal chance to control it. An attacker picking it up will give them a clear view of one vehicle exist from defenders and the key-hole. While a defender picking it up will have a clear shot at their sniper and vehicle exit, perfect. The gameplay was filled with fun and excitement at the key-hole, on the teleporter side, and the main vehicle-fighting field. The forging of this was done flawlessly and beautifully. I love walking up and down the sniper's ramp on the defenders side. The cat-walk on the defenders side was amazingly merged, even the attacker's base was completely flawless.
Likes:
  • The LoS for all power weapons (especially the snipers) are perfectly crafted. I could tell he planned that out.
  • The gameplay is perfectly set-up. With the teleporter, man cannon on attackers & defenders, the placement of vehicles, weapons, and power weapons.
  • The architect and forging of the map. The structure are intricately designed to be aesthetically pleasing but still serve an active roll in the maps LoS. The merging (although probably ghost merging) is perfect in every way.
Dislikes:

Most of my visible dislikes are pet-peeves of mine but don't let that discourage you from not improving:
  • The map's gameplay can be unbalanced for he attackers at times. If the defenders point a sniper at the attacker's teleporter an keep a chopper & worthog in front of the base the three entrances are covered thus dominating the game.

Suggestions:
  • to fix the unbalancing problem I'd consider an extra laser on symmetrical for attackers, a sniper and laser swap, or moving the rockets to the attacker's teleporter.

Best of luck,
RedNeck
PS: Im writing this on my iPod so I'm apologizing ahead of time for any bbcode, spelling, or grammatical errors.


Last edited by RedNeck; 2 Weeks Ago at 07:10 PM.
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Old 2 Weeks Ago   #5 (permalink)
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I thought that this map was pretty nice. I would definatly replay it again, so thats a plus right there. The Merging used through out the map was flawless from what I could see. Each side had equal advantages and disadvantages, however the attackers team could face difficulty if the defence team were to block off their exits.

Things I liked:
  • Merging, very nice, and I liked the front of the Defence base.It allowed for another entrance to the base and an larger fighting area compaired to the small default catwalkes which changed the ease of entering the base.
  • The ballance was very good, espcially for slayer.
  • The LoS were pretty good, though I didn't use the sniper I could tell by the placement that LoS from its spawn point were good for maintaining ballance.
  • The keyhole was a good place of interest and alot of fighting took place there.
Things I disliked:
  • Durring objection gametypes, the defenders base would have been hard to exit if the Defending team would have covered the teleporter and the front exit of the base.
  • Laser was easier to obtain on Defence than on attackers side.
  • Attackers teleporter reciver node was a high traffic area and offten time I was killed when using the attackers teleporter.
Suggestions:
  • Add a third exit to the attackers base for objective gametypes.
  • Move the laser closer to the attackers base to make it equally obtainable for both sides for objective games. However, I would keep it were it presently is at for slayer gametypes.
  • Add 2 or more reciver nodes for the teleporter exiting Attackers base, but have them take you to the same general area.
Overall I have to say it was very good. I can't say the map was unballanced, because the goof-offs on the blue team durring the objective games made it hard to tell if it was ballanced or not. Red team, which I was a member of, had eaqual difficulties capturing the flag or planting the bomb when attacking as we did defending. So, that justifies why I say the map is ballanced. All in all the weapons had good placement and spawns were good and ballance was great.

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