Morax's Maps

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Re: Morax's Maps

Postby Morax » 05 Jun 2017, 14:33

Oh, and this was really based to be a 1v1 map. The adaptive version will have some adjustments for team spawns.
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Re: Morax's Maps

Postby Plasma_Wolf » 05 Jun 2017, 15:26

TheKoopa wrote:
Plasma_Wolf wrote:That's all just the details in the design. The map itself with the island and mex placement is really great :)

Hope my criticism isn't too off-putting. :ugeek:


Sorry but point of reach doesn't do ocean heightmapping well and looks bad in that regard

Better to look at sentons, it has by far the best ocean heightmapping out of all other maps

I agree. Setons is very good in heightmap. And did you check the earlier versions of PoR? The water is completely flat there :P
Also, there are plenty of islands or island groups where the initial area around it has a long and smooth descend.

@Morax, putting in the mountains as natural barriers is of course a very good idea.

When I look at maps, I mostly look at "what do I like, why does this look good, or why not?" I'm less concerned with how the gameplay is going to be, so when I comment about a map, it's mostly about how it looks. When I made Point of Reach for example, I just wanted an island map for team games. I also wanted the natural barriers and as a result it's got ridiculously high mountains (which would like to keep btw, but if I were to make the map now, I'd have done something differently).

Aestethics are important in a map too. The main reason for me to not like the sand and the ground under the water was because it's highly distracting, and it makes it rather difficult to keep track of what you're doing (in term of building factories, moving ships about, getting your mex spots etc.). These are all very small things but they all added up to me feeling out of place on the map all the time. That point started with the build space btw.

So that's the main gameplay-related thing to the map for me: I had very little build space.

Then there's the hydro thing but you pointed that out yourself.

As I said, the mex placement is great, the islands placement is great too. I think you've got got a good map for naval gameplay all over the place, the land gameplay in the middle and of course it's big enough for any sort of transport drop. At no point did I think "this should really be different" or "why is it forcing us to play like this?"

Maybe because we played only one game, but I felt there was enough room for a variety of actions.
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Re: Morax's Maps

Postby nine2 » 06 Jun 2017, 02:52

that's cool that you are making maps
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Re: Morax's Maps

Postby Morax » 06 Jun 2017, 15:35

Anihilnine wrote:that's cool that you are making maps


Please check em out if you can. I'm doing 3 for now then seeing how it goes...
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Re: Morax's Maps

Postby Plasma_Wolf » 06 Jun 2017, 16:19

Anything more than one is a good number. If you're bored with the details on one map you can work on another :)
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Re: Morax's Maps

Postby Morax » 06 Jun 2017, 16:27

Plasma_Wolf wrote:Anything more than one is a good number. If you're bored with the details on one map you can work on another :)


So, last night I played a 1v1 against alegnagyobbkiraj, trying to get a flow for meta, etc...

The amount of time I had to zoom in and look at the details was like... Zero

I'm convinced the gameplay is pretty epic and needs work on the middle island for 1v1 as it's too powerful. That kind of feedback is needed more than anything I can do in the editor.

Per just one game, I am quite happy to not work aesthetics out as it still needs adjustment.

For the team game version, the big island makes sense, and quite frankly, I love the idea of having a distinguishing feature set between the two. It gives a "oh, this is for 1v1, and this is for team games."

Very big thanks to alegnagyobbkiraj for his time, btw.
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Re: Morax's Maps

Postby Plasma_Wolf » 06 Jun 2017, 19:38

I'll watch that replay for entertainment purposes.
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Re: Morax's Maps

Postby Morax » 06 Jun 2017, 20:19

Plasma_Wolf wrote:I'll watch that replay for entertainment purposes.


It's not entraining, it's work. No one knows what exactly to do on the map so it's hardly worth it.
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Re: Morax's Maps

Postby biass » 07 Jun 2017, 15:04

:idea: This_guy and i played a 2v2 on the map, as bad as this_guy played, there is still some things to talk about, the replay itself is: 6326228

first thing to notice is that not only the broken hydros, but plenty of "unshaken" mexes lying around all over the place in the 4v4 version, we discussed this in discord and i said very extensively to make sure you both: shook, and then tested all of the mexes, before uploading,

second, a lot of the islands have very jagged and bumpy beaches, this makes it impossible for frigates or sub deckguns to hit targets on the islands, i don't think this is intentional, and needs to be looked at, see the replay

im not a fan of subs as a unit in general, i think they're boring and dull, and all of the underwater mexes present on the map just encourages a stupid amount of subspam, i would enjoy it if they were more on the islands then in the water, the amount of subspamming in that game already made the map feel stale to me, maybe i should try as a 4v4, but

finally, i don't enjoy the idea of "stop talking about the aesthetics and start talking about the gameplay" its destructive talk for you to talk as a mapper like that, you have a need to do both. Neglecting one or the other will hurt you badly either way, and as another mapper, i don't like playing on a map with decals so overstretched that i can compare it to bebert. This needs to be taken care of before i can come close to enjoying your map, sorry
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Morax's Maps

Postby Morax » 15 Jun 2017, 17:03

Map is being heavily reworked and will likely get a new name based on all the valuable feedback. Thanks all.
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