Discussion in 'Map Discussion' started by no god anywhere, Sep 15, 2016.
no god anywhere submitted a new map:
Perseus - 343 Pegasus Rebalance
Read more about this map...
The aesthetic of this map makes me so happy. Looks fantastic. Looking forward to playing/exploring it.
Just played on this last night and think you did a fantastic job with the updated design decisions. I really enjoyed the gameplay overall, it feels like a new map. That said, I'm not very fond of the aesthetics and think the map could be pushed in a better direction visually.
Hey, just got done playing on this tonight. Gameplay-wise, it's a real step up from the original Pegasus and it definitely takes away the want to hold out in top Red. The original additions did not go unmissed of course. My favorite was probably the slide opening from snipe stairs onto plat in front of sniper spawn.
Concerns: The bottom wasn't used much in our lobby because players didn't feel a need to go down there unless they found themselves there on a spawn. The spawning was also a little rough at times and there were some spawn kills.
The biggest issue that I feel needs to be addressed, regardless of whether you agree with changing the others, is that there is no color differentiation on the map. Players were often confused or disoriented off spawn and I believe making the areas color coordinated would definitely solve this.
Overall, well done. I immediately thought it was so much better than the original Pegasus.
I agree that i could do better but i couldnt come up with anything else. It took me a week of looking at the map in its blockout state (below) before i came up with the pit aesthetic which i could just tack on to the simplicity of the blockout i started with. Aesthetics are just hard for me unless i build the map while i do the aesthetics(High Citadel for example). I beg you, please give me some ideas on what you think i could do. As of now though im scared to go any further because of the framerate issues forge is having. I dont know where the game-engine issues end and the over-object-count issues begin, if that makes sense. Otherwise youre the first to say you dont like the aesthetic but i still value your opinion, so thanks.
What named locations are you referring to when you mention 'the bottom' and how do you think i can fix these areas? Note that im pushing for this map to work in strongholds and trench is one of them. I was thinking to remove the divider in red courtyard, what do you guys think? Edit: I went to forge and reverted it back to how it normally was and although its one of the biggest changes to the map ive made, i think it will be a lot better having the courtyard open like it originally was... still thinking hard on it.
The spawning was AWFUL at top blue on the first version and its been getting better but i have not played the map since the last round of spawn fixing i did before posting this map thread. What spawns in particular were causing you issues in your games?
Player orientation is tons better after adding red and blue on the map. Before it was ALL brown. TBH though, I am one of the people who believe orientation issues simply come down to map knowledge and am reluctant to add colors all over my maps just for first time players.
Thanks for taking time to give me this feedback guys and im sorry i am responding late.
The Shotgun spawn area was the most underused unless players in the lobby spawned there. A Stronghold in the trench would definitely provide the incentive players need to make their way down there.
I personally caught spawners and was shot off spawn when I was on plat and others were spawning down below near security.
@no god anywhere
Yo you want me to write up an OCD check-up for this map? I'd love to see its aesthetics be as perfect as possible.