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My first map: "Factorisation"


Beaumont

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Okay, Time for my review, hope this feed back/information is helpful to you.

I have taken a look at the map and made notes of the key problems with it, and explained ways in which it can be improved, it is up to you what you do with this information, either act on it or take it as advise.

 

1. Explosives. The corner of the map with all the randomly place fusion coils and explosives. Yea, I would remove it since it is pointless and many players who spawn close to it could be killed on accident or by an enemy player unfairly. Explosives are cool and unique to have on a map but placing 10 fusion coils next to one another is a waste of money and shouldn't be done on a competitive map.

 

2. Weapon spawns. Spawning weapons on the capture plates look rather annoying, I would much prefer to see ordinance drops directing me to the weapons and informing me of re-spawns so I can go to them easily. It makes it fair to players new to the map since it took about 2 minutes of walking around until I figured out weapons were on the capture plates. But that is your call.

 

3. Kill zones. You haven't placed any as far as I could tell. I was able to climb all over some of the aesthetic structures you implemented into your map and even get into the top where the roof was open and just run all over the top of it where I wasn't supposed to be. Not only that but I was also able to find a few spots on the other side of walls where I could Jetpack outside and just sit to wait for the game to end or camp if I just want the exp without doing anything. And finally since the map is on Ravine you should put a kill zone at least near the top of the canyon since it is annoying having to watch my Spartan fall for like 10 whole seconds when I know I'm going to die, so it speeds up game play.

 

4. The map. It looks okay I guess, not amazing but all right. I did noticed some structures you used together didn't quite work and there was even a corridor where I needed to jump in order to get through it which could be very frustrating during game play or a panic situation as I like to call them. Also some of the lifts seemed to either not work well or were just pointless. The big lift by the Shotgun threw me up in the air and then I came right back down, there was no reason to have a lift there and the lift that puts you onto the walk way from blue side near the fusion coils sometimes throws you into the walk way cover and you fall off so I would lift the walk way cover so you can land on the platform or place the lift somewhere else. Also there was a small cave section that you can crawl through which I like but you need to make it so you can stand up because if your stuck in crouch mode and someone throws a grenade your not going to be able to avoid it.

 

5. Spawning. I looked at the map in forge world after testing it on the infinity slayer game type by myself trying to find exploits such as getting out of the map or things that don't work. The spawning isn't up to scratch at all to be honest. For starters you've placed all of the initial spawns in random places rather than together so you all start alone rather than with your team. Which isn't a problem depending on how fair it is for you to reach certain power weapons so the game doesn't become one sided. If you've considered that and tested it then fair enough but you haven't since I've tested it and some players get unfair advantages over others. Also using team designed re-spawns rather than initial re-spawns affected by re-spawn zones isn't the best for a competitive map and makes it harder to add game types later on. Not to mention over all you just haven't placed enough, you start with 250 to place and you still have 217 left that you could place. You don't need to place all 250 of them but you will need more than 33 spawns for a competitive map.

 

Over all I will rate this map a 2.6 out of 5 due to it's incompletion's, It's a long way to the top but you can get there with a bit of practice, but for a first map it isn't the worst I've seen. For the most part it does seem to work in some areas, the aesthetic forging on the map isn't necessary for a competitive map but when you do it no-one can complain because if it works for the map and it looks nice then what reason is there to complain about it. Good job and hope to see an update soon.

 

 

The Sigma AI

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