Forged Alliance Forever Forums
Moderator: Morax
Kopia wrote:It's not shit if 3 of the best map makers in FAF take time out of their lives to tell you what you did wrong.
But I actually asked for feedback on bugs and imbalances not so much on "hey what do you think of the beaches?" .
speed2 wrote:You need to pay attention more to negative feedback. Because if some people find things to improve, they might be right. Feedback like "wow, cool map!" would make you improve. And just from the visual sight of map. This map doesnt look that cool.But I actually asked for feedback on bugs and imbalances not so much on "hey what do you think of the beaches?" .
From this you can see that there are people that care about how the map looks.
Now I finally had time to closely look at the map. So lets start with heightmap
I dont like this big height differences, just painting a plateau with one move of a brush. All the cliffs are ugly and unnatural.
Cliff will block a lot of navy fire, so no point of building that. Also by splitting all the starting positions you made it 4x 1v1 on 20km map. Pretty much only thing worth fighting for are those mexes on plateaus that can be accesed just by air.
If you want to make team game map, you should do it so team play actually matters. Its harder on 20km map since there is much more space. By doing only one land bridge to your opponent you have no chance of moving units around, no raids anything. This will be only static battle decided by early drop. Who secures more mass at the beginning. And then Eco fest.
Generally this is very bad map design and I cant imagine any good game on it.
This heightmap looks like 20min work, 40 if you didnt mirror it in photoshop. Good heightmap takes much more time to make.
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