Skillsaw - This Aggression Will Not Stand, Man
i like the layout of this map, both bases and the mid are interesting and intertwined and stuff, just what people like. that said, the mid and the flag position just PROVOKE rocketjumping, players will be flying all over the open space... and that is why you must remove most, if not all of the health. definitely remove the two medkits at the green armors and keep just one at the lower entrance. turn the ones in the upper entrance into stimpaks, nuke everything else. those medkits give the rjumpers an extreme advantage and it'd get too easy to maintain enough health for blasting yourself across the map. oh, and lose any cell ammo, 200 cells from the plasma should be enough (remember, NM skill is the standard and multiplayer, erm, multiplies ammo pickups even more.) i love the soulspheres tho!
The Mionic Donut - Splatterday Night Fever
we discussed stuff, so i'll wait for your next version if you decide to implement those changes.
Solarn - Face to Face
i had very little time last night, so i just pointed out the obvious, now i had a second look. this will be totally frantic and hopefully fun, however. the plasmas can be grabbed by jumping into the crates from the ground level, dunno if that was intended, but it will mean a lot of spammmmmmm. also i know the RL is quite hard to get, but it still allows you to rocketjump easily from flag to flag. this is considered a showstopper at most times, so i'd suggest to ditch the RL entirely, put plasma at that spot and instead of plasmas, use something you won't mind players will bump-grab from the ground level. :) the only cool jumping trick that should be kept is jumping to the "green armor" elevator from the shootable elevator, then to the flag (or vice versa, although there's that walkover line making that harder... which is a good thing for slowing down runners).
Jimmy91 - Sauce Port
this is a big one, so it's harder to predict flow and heat zones and weak points, etc. i don't see anything wrong with it, though, so i think i'll wait and see how it plays in playtesting. i do kinda wonder what it'd do to the map if the blood/water was slightly corrosive... :)
nub_hat - Water Purification Facility
weird shape is weird, hah. i'll tell you the same what i told xutawoo: i miss teleporters that'd tie the upper and lower route together. this way if you pick one route, you embark on a lengthy quest of no soon return, which might be catastrophic for your team if you picked the wrong way. also connecting these "wings" by teleporters creates strategic routes and headgames and juking... which is always cool in ctf. if not overdone, i mean. also it wouldn't be a bad idea to add more of those windows you have at a few places to make the map less mazey. it kinda feels like you wanted to do more of them, but didn't have the time/energy. they'd definitely make the map... clearer and tactical instead of hide&seek and comparing reflexes.
Last edited by dew on Aug 14 2012 at 01:44