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Mapping / Re: KI113R’s Deathmatch Mapping Competition - Discussion and Review Board
« Last post by KI113R on May 08, 2021, 07:19:51 PM »I've been putting off my review of Semiramus because it's absolutely daunting. I can only imagine the actual work to create it. Maybe that's Windeckers style? Daunting, intimidating, overwhelming. Think of the face on Alithia. It's like an intimidating all-seeing thing. Besides that, his other creative works have this same scale to them that is just off-putting. The anticipation and curiosity of what lies further.
This really is that. A huge looming structure overlooks the playable area. It really makes you wonder what's beyond the blocked doors. And although it is set in a cheery beach-side looking resort, it still has this eerieness to it. Making you question things yet again.
It is the very deliberate and also maybe creative interpretation of the rules that had Windecker creating a huge back drop to a map that is not small on its own, but certainly wouldn't feel right without it. Lets take a look.
But hey! Don't get lost on the size. While at first, it may seem perfect, there are still errors. Kind of a lot. Im sure Razgriz will find more, but here are the few I found.
Wrong texture shade used here
and here
and maybe here. I cant tell. If it was on purpose then it doesn't look right.
Also a little missing block here
Lastly, the most obvious and probably infuriating for Windecker, is this misplaced waterfall
All could be fixed within 5 minutes. Nothing major really.
I'd like to say that I find many of the ceilings to be a bit boring. It's a ceiling so I guess who really cares.
It seems I have to have a little nitpick on every map.
Another complement on the theme is that there is just enough blending to show some age. A little moss buildup on what might be considered the less-traveled areas.
However, this segways me into another peeve of mine similar to correctly rotated wood grain textures. While the moss blending shows some weathering, the map otherwise has perfectly kept architecture. EXCEPT in one spot and that's my issue.
Here it is next to the Health boost. It acts as an access point or escape route for the HB. I've never been a fan of adding damage to a map out of necessity to change the layout. It's like "Oops, this room needs another escape route but I can't do that without a complete redesign of the facing room. Let me just blow a giant hole in the wall here so I don't have to explain the horrible flow.". It's a bit of a Deus Ex Machina and it ruins the immersion. If there were other areas of crumbling brick and rotted wood it would make a little more sense. Consistency is important. I have the same feeling about this random plank.
Two other small things that probably aren't such a big deal is that I am not really happy with this jumppad in the middle of the hallway
Redesigning that would take a bit of thinking. The other side is perfect.
And also I can't help but wish there was a pickup of some sort on top of this platform here.
There are a lot of nice little details. I love the vcolor fades, they are a nice touch. Even on the large-scale items in the backdrop, there is just enough detail to make it look finished and not just like scenery.
The map is fun to play. Not really sure what mode it will lend itself to best at the moment. I don't see any competitive play on this, but that's not a bad thing. I think the majority will love the way it plays and I don't see why it won't be included in regular rotations.
Sorry for all the pictures on that one. There is a lot to show.
Windecker went for the wow factor. It has attention to detail but once again the time limit of the competition definitely showed its effects. It's a fun theme with fun gameplay.
With this being my final review I have updated the original post with my numerical scoring of the maps.
This really is that. A huge looming structure overlooks the playable area. It really makes you wonder what's beyond the blocked doors. And although it is set in a cheery beach-side looking resort, it still has this eerieness to it. Making you question things yet again.
It is the very deliberate and also maybe creative interpretation of the rules that had Windecker creating a huge back drop to a map that is not small on its own, but certainly wouldn't feel right without it. Lets take a look.
But hey! Don't get lost on the size. While at first, it may seem perfect, there are still errors. Kind of a lot. Im sure Razgriz will find more, but here are the few I found.
Wrong texture shade used here
and here
and maybe here. I cant tell. If it was on purpose then it doesn't look right.
Also a little missing block here
Lastly, the most obvious and probably infuriating for Windecker, is this misplaced waterfall
All could be fixed within 5 minutes. Nothing major really.
I'd like to say that I find many of the ceilings to be a bit boring. It's a ceiling so I guess who really cares.
It seems I have to have a little nitpick on every map.
Another complement on the theme is that there is just enough blending to show some age. A little moss buildup on what might be considered the less-traveled areas.
However, this segways me into another peeve of mine similar to correctly rotated wood grain textures. While the moss blending shows some weathering, the map otherwise has perfectly kept architecture. EXCEPT in one spot and that's my issue.
Here it is next to the Health boost. It acts as an access point or escape route for the HB. I've never been a fan of adding damage to a map out of necessity to change the layout. It's like "Oops, this room needs another escape route but I can't do that without a complete redesign of the facing room. Let me just blow a giant hole in the wall here so I don't have to explain the horrible flow.". It's a bit of a Deus Ex Machina and it ruins the immersion. If there were other areas of crumbling brick and rotted wood it would make a little more sense. Consistency is important. I have the same feeling about this random plank.
Two other small things that probably aren't such a big deal is that I am not really happy with this jumppad in the middle of the hallway
Redesigning that would take a bit of thinking. The other side is perfect.
And also I can't help but wish there was a pickup of some sort on top of this platform here.
There are a lot of nice little details. I love the vcolor fades, they are a nice touch. Even on the large-scale items in the backdrop, there is just enough detail to make it look finished and not just like scenery.
The map is fun to play. Not really sure what mode it will lend itself to best at the moment. I don't see any competitive play on this, but that's not a bad thing. I think the majority will love the way it plays and I don't see why it won't be included in regular rotations.
Sorry for all the pictures on that one. There is a lot to show.
Windecker went for the wow factor. It has attention to detail but once again the time limit of the competition definitely showed its effects. It's a fun theme with fun gameplay.
With this being my final review I have updated the original post with my numerical scoring of the maps.