(CTF) Arboria R2V3 by torus

Community reviews of maps (both official and user-made).

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Map Quality

Good
5
31%
Bad - Items
7
44%
Bad - Design
3
19%
Bad - Problems
1
6%
 
Total votes : 16

(CTF) Arboria R2V3 by torus

Postby LordHavoc » Sat May 10, 2008 12:18 am

Rate and discuss this map.

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Last edited by LordHavoc on Fri Jan 30, 2009 3:38 am, edited 1 time in total.
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Postby torus » Sat May 10, 2008 12:23 am

Esteel has already made 2 posts about this, and my response has been that I will fix the item problems, tree bugs, and vis issues when my exams are over.

Of course, I'm open to all constructive critique (note, my next map is not going to be in the "wide open space" direction)
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Postby LordHavoc » Sat May 10, 2008 12:32 am

torus wrote:Esteel has already made 2 posts about this, and my response has been that I will fix the item problems, tree bugs, and vis issues when my exams are over.

Of course, I'm open to all constructive critique (note, my next map is not going to be in the "wide open space" direction)


I did not create this thread to "rip on" your wonderful map Arboria, it is here to invite community discussion of what is wrong with it, which as far as I know is primarily the item layout.

I got the impression that the biggest problem is how it plays with 4 players (playing okay with 8+), and the 15+ second times it takes to get to a weapon.

My own view is that there should be side platforms along the walkways with a weapon and health and small armor, these little outposts would be scattered along the way but just slightly off the main path, requiring people to slow down to get the items, there could be small health packs and armor shards along the main paths but not ammo/weapons.

Additionally I can imagine a few powerups at specific locations, to keep the gameplay exciting.
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Postby LordHavoc » Sat May 10, 2008 7:35 am

After seeing one person voted for "Bad - Design", I thought about the arboria design a bit and I have to agree, unfortunately.

The arboria walkway concept is just asking for being knocked off walkways all the time, and mostly serves to slow down gameplay rather than encourage gameplay.

The biggest change that could be made on the design front is making it more of a canyon, with rock outcroppings and grassy mounds instead of many of the outer walkways, such that there's usually a wall behind you, and you're just circling the terraces, with some walkways connecting between them.
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Postby esteel » Thu May 15, 2008 9:02 pm

I like the map for the visuals and the idea, only the item layout needs some work.

About slowing gameplay down by throwing people down. But is that really bad? In a lot of other open maps its too easy to capture after you got the flag, here its hard because its easy to throw you down and i feel like this balances the map. Though i see the point and its a bit unsure how it works out after layout of the items got changed.
If people still think its too slow then: How about enabling the hook on that map? Or maybe making the walkways broader so its harder to fall off? Again, disabling the damage through walls maybe? That way you do be pushed down only from 'above'..
Or maybe by adding more jumppads?
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Postby torus » Fri May 16, 2008 1:36 am

LordHavoc wrote:The biggest change that could be made on the design front is making it more of a canyon, with rock outcroppings and grassy mounds instead of many of the outer walkways, such that there's usually a wall behind you, and you're just circling the terraces, with some walkways connecting between them.


Sounds like a whole different map :D

I'll play with a few things, but I'm not up for another large outdoor map for the moment- my next endeavors are going to be indoor/outdoor.
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Postby [-z-] » Fri May 16, 2008 3:04 am

I think it map is fun for people that move more than 400in/s. The items are spread out but that provides a challenge. It seems unless there is a straight line filled with every item to the flag, players seem to dislike it. That's a shame. I enjoy the ramps, I enjoy the scenery. I do believe the map lacks flow and your drawn towards the ground but that's nothing armor and a rocket can't fix.

I enjoy the map.
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