Hey. So finally waldi and I had some time to test the map.
Unfortunatly, even though the layout has changed a little, due to the teleporters and the weapon placement, the map is still not really enjoyable, due to the fact that it's very "random" (who gets the kill). Keep in mind that on new maps, waldi and I are about equally strong with all weapons.
You can see the two games we played on it
here and
here (Youtube 10 minute videos)
The problems I see with it:
- The powerful weapons are now RL and mortar. They are the weapons to get on this map. Damage through floor makes it easy to place easy hits to kill your opponent, especially at the area where RL and mortar are dropped
- I don't like the teleporter changes. Especially the fact that a teleporter leads you right to the armor is not a good idea imo
- Escape routes: somehow you are always "screwed" when you want to get to an item. A big problem is probably just that the map is still a "small" map. If you are down against a stacked opponent who has also at least of the weapons (RL/mortar) it is difficult to beat him. The reason is that IF you decide to get a weapon, such as RL and mortar, you get yourself into a very vulnerable spot. Now that the map is spaced out a bit, it unfortunately makes it also easier to spam the spawns of these weapons from different angles (see first point).
- In the original Downer map, as a player who is down against a stacked opponent you were able to hope that it took him enough time to get to the armor/mega spot so that you could steal a weapon in the meantime. Now with the teleporter leading you to the armor directly (and back to the main room), you won't be out of luck...
Ideas:
- I am not sure whether having just RL and mortar as the powerful weapons is a good idea. Maybe remove one of those and replace it with MG ?
- The teleporter changes are not primarily bad, but the one leading you to armor directly makes it a game where the one with "perfect timing" can get to the item by popping in and out of the teleporter, and gets the item with basically no time penalty. Sure, you can use it as a trap, but let's say someone wants to get the item and is 2 seconds too early is screwed, because the other player having the bigger stack can spam the "camping" player from the main room (using rockets or have grenades bounce aroudn the corner), or could pop in/out a bit earlier and place some mortar shots. So this teleporter needs to be changed. No idea, maybe have it go to where the original downer teleported you ? Another idea might be to have him spawn at the teleporter exit next to the RL (on the same leve). Because this is a "one way" tunnel, the penalty of taking the armor and using the teleporter to get out of it would be that you are in a dead-end tunnel that the other player can at least spam into.
HTH