biass wrote:Jip wrote:I'd love to hear the feedback and what I could've done differently.
Yes, i'll expand on my notes:
Lighting: was fine
Textures: Also fine, though they were painted onto some mountains in a way that appeared generated/pixelated
Decals: The best in bracket, though I disliked the way you traced the mountains like you did and other people judging agreed.
Reclaim: Nice, but putting down so many tree groups or whatever in the middle could have an adverse gameplay effect.
Theme: Solid
Gameplay: Seemed unclear, we felt it might be fine early but the mex placement being so sporadic and disperse that players would end up just playing tug of war thru the middle.
My note about the middle stuff was that while I was testing midmass, attack move engies were not responding occasionally when they were told to reclaim thru the middle.
Thank you for the expansion.
I understand most of the feedback.
biass wrote: Reclaim: Nice, but putting down so many tree groups or whatever in the middle could have an adverse gameplay effect.
I was thinking about that too, thought that it'd be nice to have single trees instead of groups of trees. On the other hand: in practice some bot may run over it and destroy the groups. This is what happened in the majority of gameplay sessions that I had. And since you start with so few mass / power, the little boost was nice according to people (and even requested by someone, though not in the middle).
biass wrote: The best in bracket, though I disliked the way you traced the mountains like you did and other people judging agreed.
Cheers, I didn't like it a lot at the end either but couldn't switch back anymore.
biass wrote:Gameplay: Seemed unclear, we felt it might be fine early but the mex placement being so sporadic and disperse that players would end up just playing tug of war thru the middle.
I can't find the replay where you played on the map against other players. In my own test sessions people enjoyed the map a lot because it seems at first that the middle is important, but the sides of the map turn out to be a lot more critical not just because of the mass but also because of the hill behind the base.
About the hills / mountains, I'd love to know how to do them right. I found that to be quite difficult. In a map such as Flaming Saddle (that I expected to be here too) they are done beautifully and I would love to know how. Anyone has tips / tutorials about how this can be achieved?
And I'd love to know what the other testers though (you mention a pool of people in your first post). I'm trying to improve and it seems my idea of what makes a map good differs from yours ^^.