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Mapping / Re: KI113R’s Deathmatch Mapping Competition - Discussion and Review Board
« Last post by swatllama on May 08, 2021, 08:08:55 PM »in10sity, by fixxxer
Fixxxer came out once again with another type of map he loves making - one for competitive pickup mode gameplay.
First of all, we should appreciate how far Fixxxer has come in his texturing compared to some of his other maps, like crypta, catacombs, and the original conflict for instance. A lot more effort went into picking a cohesive yet diverse set of textures here, and the results show.
I think the lighting falls short however. Internally in some rooms, we have vibrant, descriptive lighting

and then some flat, boring lighting in many other spots, especially outside.

Now that the mapping issues are out of the way, let's analyze the gameplay.
Here is the layout from a top down perspective.

A lot of the map travels between the inside and outside, so you cannot see everything here. In the top right is the healthboost, and around the top left is one of the green armours. The YA is under about where my crosshair is on that screenshot, and the quad a bit to the left of it, inside a structure. What we can see here is that items are generally pretty well spread out from eachother.
What makes this such a strong layout for competitive 2v2? You're not limited by where you can go in relation to another part of the map. Take these screenshots for example.



There are so many ways you can move around from this one spot. Trying to run from a stacked guy who just got HB? There are 3 levels you can drop down to, and he won't have a sightline on which of the 3 you picked. Then once you drop down, there are just as many paths you can split off to; you can go to the center of the map over to the YA or even wrap around back to where the HB was; you can go into a corner and pick up MG and try to trap him; you can retreat backwards below onto green armour. It's not just that you can move around to so many places, but that each place has a purpose and leads somewhere meaningful (or that would be meaningful with pickups moved around).
I'm not a fan of the quad placement though. It's inside a place that's hard to get to, with only two ways in and out, one of which requires rocket/grenade jumping in, and the other is easily defendable by the team that gets there first.

I would've preferred placing the quad either where the HB is, or here as gorge has it.

Another viable place for quad is here, which would make it the same kind of clusterfuck as hator's YA, but perhaps interesting regardless.

At least, something should go there. And therein lies the issue with how the pickups are placed: While there's an appropriate number of all weapons, health, and items, it feels like they're almost scattered around the map with a lot of empty space. For instance, here, there are the big 3 weapons near to eachother

And then places like here, where the most easily accessibly adjacent weapons are all the situational ones that won't be especially useful in most types of fights.

I'd largely replace the item pickups before running this in a pool.
I would consider this a strong map. The layout is all there, the texturing is all there. The lighting could use some more work, and items could be moved around, but playing it is fun. As it stands in its current form, it probably wouldn't replace any competitive pool maps, but once improvements are made, it would certainly be stronger than at least 3 of the current pool maps. I'll give it a 7/10 for now.
Fixxxer came out once again with another type of map he loves making - one for competitive pickup mode gameplay.
First of all, we should appreciate how far Fixxxer has come in his texturing compared to some of his other maps, like crypta, catacombs, and the original conflict for instance. A lot more effort went into picking a cohesive yet diverse set of textures here, and the results show.
I think the lighting falls short however. Internally in some rooms, we have vibrant, descriptive lighting

and then some flat, boring lighting in many other spots, especially outside.

Now that the mapping issues are out of the way, let's analyze the gameplay.
Here is the layout from a top down perspective.

A lot of the map travels between the inside and outside, so you cannot see everything here. In the top right is the healthboost, and around the top left is one of the green armours. The YA is under about where my crosshair is on that screenshot, and the quad a bit to the left of it, inside a structure. What we can see here is that items are generally pretty well spread out from eachother.
What makes this such a strong layout for competitive 2v2? You're not limited by where you can go in relation to another part of the map. Take these screenshots for example.



There are so many ways you can move around from this one spot. Trying to run from a stacked guy who just got HB? There are 3 levels you can drop down to, and he won't have a sightline on which of the 3 you picked. Then once you drop down, there are just as many paths you can split off to; you can go to the center of the map over to the YA or even wrap around back to where the HB was; you can go into a corner and pick up MG and try to trap him; you can retreat backwards below onto green armour. It's not just that you can move around to so many places, but that each place has a purpose and leads somewhere meaningful (or that would be meaningful with pickups moved around).
I'm not a fan of the quad placement though. It's inside a place that's hard to get to, with only two ways in and out, one of which requires rocket/grenade jumping in, and the other is easily defendable by the team that gets there first.

I would've preferred placing the quad either where the HB is, or here as gorge has it.

Another viable place for quad is here, which would make it the same kind of clusterfuck as hator's YA, but perhaps interesting regardless.

At least, something should go there. And therein lies the issue with how the pickups are placed: While there's an appropriate number of all weapons, health, and items, it feels like they're almost scattered around the map with a lot of empty space. For instance, here, there are the big 3 weapons near to eachother

And then places like here, where the most easily accessibly adjacent weapons are all the situational ones that won't be especially useful in most types of fights.

I'd largely replace the item pickups before running this in a pool.
I would consider this a strong map. The layout is all there, the texturing is all there. The lighting could use some more work, and items could be moved around, but playing it is fun. As it stands in its current form, it probably wouldn't replace any competitive pool maps, but once improvements are made, it would certainly be stronger than at least 3 of the current pool maps. I'll give it a 7/10 for now.