Hello I'm making a new map and I'd like to hear some feedback during the process.
Its basically a big island with stacked arenas. Giving many places for 1v1 situations but also being traversable fast. (Jumppads, 8 Warpzones)
It has the Onslaught stuff and bot waypoints.
Less lazy desc:
My idea is to have 2 asymmetrical bases with many different approaching angles and variable paths (with varying difficulties). Having open and closed areas mixed to be able to utilize all weapons without making the sniper too powerful overall and having a sniper blocking an area all the time as valid tactic because you have enough ways to get around him or even sneak up from behind. (+providing near machineguns as counter)
Also providing increasingly more geometry for trick- and laser jumps. (you can traverse vertical on the sides using 1 laserjump per floor). There are 4 warpzones for each base connecting the lower with the upper floors but a bit angled to slow you down on those (as compensation for being an easy way and for render performance).
Any feedback is highly apprechiated even if you think this map sucks. (but at least tell me something I could improve on and maybe I got something you'd like me to keep)
I took the feedback of my last map (hex) very seriously and while I like making bigger maps I try different ways to make capping about as fast as you're used to.
New version: https://forums.xonotic.org/showthread.ph...6#pid83216
Download: http://www.mediafire.com/file/s3rv8zg0ms...nd_wip.pk3
All Imges:
https://imgur.com/a/hJsiyj5
Front:
Back: | Bay Area:
Shrine:
Map:
EDIT: bit less lazy description
Its basically a big island with stacked arenas. Giving many places for 1v1 situations but also being traversable fast. (Jumppads, 8 Warpzones)
It has the Onslaught stuff and bot waypoints.
Less lazy desc:
My idea is to have 2 asymmetrical bases with many different approaching angles and variable paths (with varying difficulties). Having open and closed areas mixed to be able to utilize all weapons without making the sniper too powerful overall and having a sniper blocking an area all the time as valid tactic because you have enough ways to get around him or even sneak up from behind. (+providing near machineguns as counter)
Also providing increasingly more geometry for trick- and laser jumps. (you can traverse vertical on the sides using 1 laserjump per floor). There are 4 warpzones for each base connecting the lower with the upper floors but a bit angled to slow you down on those (as compensation for being an easy way and for render performance).
Any feedback is highly apprechiated even if you think this map sucks. (but at least tell me something I could improve on and maybe I got something you'd like me to keep)
I took the feedback of my last map (hex) very seriously and while I like making bigger maps I try different ways to make capping about as fast as you're used to.
New version: https://forums.xonotic.org/showthread.ph...6#pid83216
Download: http://www.mediafire.com/file/s3rv8zg0ms...nd_wip.pk3
All Imges:
https://imgur.com/a/hJsiyj5
Front:
Back: | Bay Area:
Shrine:
Map:
EDIT: bit less lazy description