obsidian wrote:
You have very long lines of sight, from a few spots you can almost see the entire map (RL spot, for example). This will probably affect performance once you start detailing and also affects gameplay since you can camp those positions and know where your opponent is heading. RG will be overpowered since you can hit right across the map. You may want to add some extra corridors or bends in the map to help with this. You certainly have the space, a number of rooms are actually quite large and empty so you should be able to do this without moving things around too much. Doorways are massive, scaling them down might help as well.
Ahh yes, I'm planning to be adding doors to the map but haven't decided to put them in at this stage. This would hopefully minimize the Railgun domination aspect. I can scale a few rooms down a bit like the ones on the perimeter, although some rooms like the Quad room would be a hassle to do so. Doorways can be scaled down although they will be a select few due to the addition of actual doors.
obsidian wrote:
Perhaps try experimenting with increasing the z-height of the map? Maybe it has to do with the large horizontal scale, but the map feels very flat. I think increased height can help with mixing things up a bit.
I will see what I can do here. It is an alpha for this very purpose. What I'm afraid of is if I do change the z-height to a larger extent, that I will need to change the majority of the layout to accommodate this change.
obsidian wrote:
I'd put some more thought on jump pad placement. The far JP in the first screenshot is pretty pointless, it bounces you up such a small distance. Replace it with stairs or a crate. The others (particularly the ones in the last 2 screenshots) are kind of in the way if you want to walk around them. Recess them into the walls so players don't end up walking into them.
Just be aware that I have put the jumpads and items in the rough locations that they will be positioned in the first beta. They will be placed more into the wall for design purposes when things are solid in the Alpha stages. I was thinking of putting crates to get accessibility to the higher floor in the first screenshot, best to test both ways out I guess.
Now onto your comments, fkd:
First Screenshot: I was planning to put crates in that very exact location that you specified. There will be a few other areas where I will be placing crates as well which will be viewable in the next alpha.
Second Screenshot: I was planning ahead with that part of the wall being connected to the "invisible wall" at the moment along the edge of the top floor.
Third Screenshot: I guess I can add an obstruction there, however I was planning to put doors in the entrances in that screenshot. Will see if I can add both to the mix.
fKd wrote:
also, please include bot support so that it shows where they are hanging around and how they move about.
Alright, will do in the next alpha.
Oh and one more thing, I do have a bit of trouble with estimating the scale of the map. This is because usually when I ran through it I kept on thinking it might be a bit on the small side when also taking into consideration the detail that will be added in beta.
Thanks for all the criticism so far, it is appreciated very much.