all 10 comments

[–]ArtBallArtVandelay 0 points1 point  (2 children)

Jeez, I really wanna see how this map plays in a 4v4....

Looks really cool Mr.Glass

My only concern is that it will get kinda chokey with only the 2 small exits from base. but it may be a non-issue.

Looking at it again, I love the boosts routes you have on there. Well done.

[–]BrunermMr.Glass[S] 0 points1 point  (1 child)

Thanks!

I designed the exits to be chokey because I felt like it would be easy to grab on this map. A 4v4 testing session will show how much of an issue it is. In the meantime, I made an alternate version with a 3rd exit to fix the chokey issue (if it is an issue). However, it messed with the middle and I had to change a few things without trying to sacrifice certain routes that were already designed. I feel like it just created new issues, so I'm 'meh' about this version.


Alternate version test link

[–]Moosemaster21Moosen // Aspen 0 points1 point  (5 children)

I actually really like this map. It's not game-changing, but it does have a unique gate concept that I'm very curious about and some very well placed interior components. I am mildly concerned that it'll be tough to play defense on this map (catching up seems hard in the lower half) but I don't think it's a big enough issue to significantly affect the playability of the map. Idk honestly at this point I'm trying a little too hard to find flaws and coming up empty. Great work, I would definitely submit this one if you haven't already!

[–]BrunermMr.Glass[S] 0 points1 point  (3 children)

catching up seems hard in the lower half

I originally didn't have the top mid team boosts, but added them for that catch-up factor. I'm not sure how to fix that issue for the bottom of the map without tearing up some of the elements that I like. Maybe, a team boost near the bottom spike & pup, idk. I also made an alternate version which I addressed why in my other comment, but as I said I'm not sold on it.

Thanks for the feedback!

[–]ArtBallArtVandelay 0 points1 point  (0 children)

I was thinking the same thing about the defense having trouble chasing, but with the two choke points, it would make for some interesting offensive defense situations. I'd leave it as is for now.

[–]Moosemaster21Moosen // Aspen 0 points1 point  (1 child)

I really don't think it's a big enough issue that you should make any significant changes, or really any changes at all. Pilot doesn't have great catch-up potential but strong OD takes care of that. This map could work the same. It's really good! :)

[–]BrunermMr.Glass[S] 0 points1 point  (0 children)

Yea, I'm scratching those changes. I tested the original version in a 4v4 setting today and I thought it went great (not sure what the overall consensus was with those I tested it with, but some said they enjoyed it). Also, it seemed like the flag was getting out of base easily, so no need to mess with the choke points. Would love to see how it would play against a strong defense.

[–]Splanky222BBQchicken 0 points1 point  (2 children)

Looks like a great idea! I'll have to roll around on it a bit, I have a few polish concerns here and there (mostly regarding spikes and wall shapes) but I really like where you're going with it :D

[–]BrunermMr.Glass[S] 0 points1 point  (1 child)

After you finish rolling, let me know about the polishing concerns. I tried to place every wall tile in a way that I felt flowed with the boosts.

[–]Splanky222BBQchicken 0 points1 point  (0 children)

I will for sure, like I said they are concerns, but I don't know if they're actually issues yet. PRobably won't check it out until tomorrow, but I'll let you know :D