[APPROVAL REQUEST] balem-station

[APPROVAL REQUEST] balem-station

Postby Balem » 9 July 2020, 19:11

[1]
- To the best of my knowledge, the following map fits all requirements to be approved: YES
- The following map contains no unfair hidden features: YES
- The following map contains nothing against the PB2 Code of Conduct: YES
- I have read and understand fully the Required Reading for posting a Map Approval Request: YES
- I have read and understand fully the Map Approval Rules: YES

[2]
- Map Name: Lost Station
- Map ID: balem-station
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=988619
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=balem-station

[3]
- Give a brief description of the map: Not symmetrical but fair as possible, semi-realistic, 2 teams, terrorist and counter terrorist, your work as terrorist is defend your base located in an old train station while counter-terrorist team tries to retrieve it, thats for COOP mode. about DM/TDM, rushing, camp and a lot of tactics possible, a different gameplay for all play-styles to enjoy it
- Why you think the map deserves to be approved: I think it deserves to be approved, not even because i put a lot of effort on it, i think it's original, with a different style than other maps i have seen on all this time, i actually got inspired thanks to counter-strike, so i tried to make it realistic as possible, spawns, rush places, camp spots, coverage, etc
- Any other comments: This map is highly recommended for DM/COOP, obv works at tdm too

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Re: [APPROVAL REQUEST] balem-station

Postby CreeperHunter55 » 9 July 2020, 23:09

Is the nice map for custom, not for competition gameplay wise
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Re: [APPROVAL REQUEST] balem-station

Postby Build » 9 July 2020, 23:13

overuse of decors

yeah it feels like its for a custom map.
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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 9 July 2020, 23:46

yeah i think at top theres overuse of decors, you're right there, about underground base i think its good, since i just replaced coverage with storage lockers.
anyways i will take a look to top, probably i'll eliminate the house there and replace with some platforms, also, i will change one of the electricity poles to the other side of the map, to do not make it look like overuse

UDPATE: I have deleted a lot of decorations of the map(Top, Bottom and Middle), Deleted the house, adding a new base made by platforms following the idea of the map, also deleted some posters on bunker and replaced the destroyed car with the chair by common coverages, also deleted the box and bottom, granade launcher spot near gravity elevator and replaced by a common coverage, i moved the usable electricity pole to the other side, place where i didnt use any decoration besides the spawn, sadly, i cant change spawns from both side a lot, since thats the main idea of the map, an abandoned bunker between a train station, from there comes the name of my map, anyways, take a look again, im sure it doesnt look with "overuse of decors" anymore
Last edited by darkstar 1 on 10 July 2020, 00:46, edited 1 time in total.
Reason: Double post, merged the posts

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Re: [APPROVAL REQUEST] balem-station

Postby Stryde » 10 July 2020, 01:25

Balem-station (1st playtest)
- Map has many decorations all spread out all across map making it unique, but this can cause a lot of loading time for players https://prnt.sc/tf0yx6
- Head hitting on lamp https://prnt.sc/tf0z48
- Hard to distinguish which decorations in map are solid (invisible door covered) or not
- Movement in some parts of map are constricted by use of solid decorations or awkward wall placements https://prnt.sc/tf10ap
- Dead character decorations can cause confusion for players if part of actual map gameplay, they are best kept to a closed section of a map if to be used as a decoration https://prnt.sc/tf0zo9
- No invisible door under gravitators https://prnt.sc/tf1024
- Walk through decoration https://prnt.sc/tf10rn

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 10 July 2020, 04:59

Stryde wrote:Balem-station (1st playtest)
- Map has many decorations all spread out all across map making it unique, but this can cause a lot of loading time for players https://prnt.sc/tf0yx6
- Head hitting on lamp https://prnt.sc/tf0z48
- Hard to distinguish which decorations in map are solid (invisible door covered) or not
- Movement in some parts of map are constricted by use of solid decorations or awkward wall placements https://prnt.sc/tf10ap
- Dead character decorations can cause confusion for players if part of actual map gameplay, they are best kept to a closed section of a map if to be used as a decoration https://prnt.sc/tf0zo9
- No invisible door under gravitators https://prnt.sc/tf1024
- Walk through decoration https://prnt.sc/tf10rn


[Udpate]: Actually i fixed all of those an a lot more, now, the map doesnt has that long loading time, i tested on flashplayer and browser, low end pc, so there shouldnt be any problem with loading (Decors went from 40 to 23, and 6 of those decors are in-game integrated already)
The whole bottom (underground base) was re-made, with a new appaereance, so that fixes the constricted movement. no more annoying lamps and overused decors
https://prnt.sc/tf2j1j
https://prnt.sc/tf2meo

Also, Fixed the gravity with not invisible door on it
https://prnt.sc/tf2kx6

No more "Dead players" around

Decoration at spawn of terrorist was fixed
https://prnt.sc/tf2lb4

Another thing, as i edited bottom and top, no one will have to distinguish which decorations in map are solid, there are only 4, the trains at spawn, they will notice about it obviously
the dumpster and the automatic machine (Also marked to make it look like solid with an edge)
https://prnt.sc/tf33ya

Deleted the Electric pole to place the new 2 bases after this udpate, since i noticed that top needed coverage too
https://prnt.sc/tf33uk
https://prnt.sc/tf33qd

I think now i addapted it correctly to the approved concept without killing the concept of the map, since it doesnt look like a custom map as someone said before.
In summary
Fixed a lot of movement issues
Decors Fixes
Decors deleted making gameplay load faster and less confusing
Bottom re-made for a better experience
Added 2 bases at top of map, more coverage, less spawnkills
Changed locations of some powerful weapons as the sniper and the granade launcher
fixed lightness issues
Details fixed like going through decors (Gravity, rail)

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 10 July 2020, 21:31

Minor udpate: Fixed some glowing edges and glitching through a lot of walls that needed a better work, also, added a new map preview with high quality on, and changed some covertage that i showed on my last post, i tested it the whole morning and it seems like the map works good for everyone in COOP/DM/TDM ^^

New entrance at bottom from Left side, this happened because i tested it at coop, 4v4 and left side was unfair for left side, with this change, it works good
https://prnt.sc/tfozz8

Also, Level of sniper rifle went from 3 to 1, it was too much damage, now it should be less damage, i dont know why i didnt change this before tbh.
Last edited by Balem on 11 July 2020, 03:18, edited 1 time in total.

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Re: [APPROVAL REQUEST] balem-station

Postby yizhe » 11 July 2020, 02:26

nice CSGO train theme map, interesting design! However, i noticed many repeated weapons lying around the map such as the shotgun.
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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 11 July 2020, 02:58

yizhe wrote:nice CSGO train theme map, interesting design! However, i noticed many repeated weapons lying around the map such as the shotgun.


Yes, thats right, since it supports DM too, i cant let the rest of the map without any fundamental gun such as the shotgun or the rifle, as i said, its made for COOP/DM/TDM

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Re: [APPROVAL REQUEST] balem-station

Postby yizhe » 11 July 2020, 04:33

For dm wise, use engine mark to set the slot number to allow players to spawn with weapons
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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 11 July 2020, 15:47

yizhe wrote:For dm wise, use engine mark to set the slot number to allow players to spawn with weapons


Thanks for talking about it, i didnt notice i could do that, to be honest im new at this (map making), anyways, rifles and shotguns around were deleted besides the spawn ones, take a look, theyre not everywhere anymore ^^

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Re: [APPROVAL REQUEST] balem-station

Postby Stryde » 13 July 2020, 23:53

Balem-station (2nd playtest)
- Extend your backgrounds into your walls to prevent glowing edge effect https://prnt.sc/th6jkg
- Remove grass walls from areas within bases https://prnt.sc/th6jkg
- It is hard to know these are solid objects outlined with invisible doors as these are not traditional to PB2 universe https://prnt.sc/th6k1k
- Rock wall patterns do not look well in large segments of walls, or as parts of floors to bases https://prnt.sc/th6kcd
- Trains do not feel out of place, but the lasers on top of the trains make the trains feel out of place in the map https://prnt.sc/th6kzn https://prnt.sc/th6lhl
- Unnecessary double lamps https://prnt.sc/th6lad
- These shouldn't be left as black walls https://prnt.sc/th6m1k
- Map feels like there are many weapons for this map size

If something is unclear, feel free to PM me or reply back on this topic and I can try to make it clearer. Comment back on this thread with an updated changelog in response to feedback given in order to receive more playtests.

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 14 July 2020, 23:05

UDPATE: well, to be honest this is a big udpate, lets take a look
1st Change:
a cave was added above the bottom entrance on mid top, i had 2 reasons to do this, the first one was to add more coverage from spam, because i tested this map many times with my clan on coop and the spam was insane, now with this change this shouldn't happen, spam wont be avaliable anymore, later i will explain why, 2nd reason was to make the map look less "empity"
https://prnt.sc/tibe2f
2nd Change
Weapons
AK was definitely removed from the map, reasons: Spammeable and a lot of fire rate and spreading, which means insane spawnkills/damage per second to enemies, making the shotgun be useless, now the Marksman rifle is going to replace the AK, because this one is way more accurate, less spameable, less spreading, and less DPS but more damage per bullet.
https://prnt.sc/tht5mi
Heavy Sniper was definititely removed from the map
1 of the granade launchers was removed from the map, now, both teams have to fight for it at bottom, in DM case, who ever gets bottom first gets it, making it an exclusive weapon
2 of the toxic rails were deleted, now, there are only 2 in the map due to the map size as stryde said before.

3rd Change:
Shadows work and lighting issues were fixed, i hope there are no more of them
https://prnt.sc/thsc70
4th Change
Bases were changed, now they're equal and following the line of the map
https://prnt.sc/thrksh (left)
https://prnt.sc/thrkhl (right)
5th Change
SWAT spawn was changed and now its not located at bottom like before, now its almost at the same level of terrorist base too, with this i can prevent a lot of fall damage deaths and make it equal
https://prnt.sc/thrzov
6th Change
Lasers were replaced for barriers following the line of the map
https://prnt.sc/thrryr
https://prnt.sc/thrsdy
(red line marks the pusher, thats obviously not visible)
7th Change
Added some spots to make the new rifle be useful besides just "Spamming" the rail/shotgun/granade launcher
https://prnt.sc/thrsqw
https://prnt.sc/thwa3j
https://prnt.sc/thrpcc
8th Change
Deleted ALL decorations that were usable as common walls, now decorations are just decorations besides the trains because thats the reason i named my map "station"
https://prnt.sc/ths0wk
9th Change
Bottom right was remade, because tbh, i didnt feel comfortable with it
https://prnt.sc/thwb2t

I know that at the beggining i tried to make this a realistic map but, lets be honests, this is pb2 and thats all i have to say, for now im just trying to make a themed map to make it look way more interesting and original and of course prioritizing gameplay too
Last edited by Balem on 15 July 2020, 15:23, edited 1 time in total.

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Re: [APPROVAL REQUEST] balem-station

Postby ConcentrationCz » 15 July 2020, 06:33

Balem-station
-These two train tracks are not in-line with the others http://prntscr.com/thzv9h
-The Swat team which has team Alpha as its team can phase through teammates which provides a clear advantage, you can change the alpha team to another team.
-There are only 6 defibs around the map and I'd suggest placing the defibs on the team spawns, instead of placing them around the map.
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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 15 July 2020, 15:02

ConcentrationCz wrote:Balem-station
-These two train tracks are not in-line with the others http://prntscr.com/thzv9h
-The Swat team which has team Alpha as its team can phase through teammates which provides a clear advantage, you can change the alpha team to another team.
-There are only 6 defibs around the map and I'd suggest placing the defibs on the team spawns, instead of placing them around the map.


Thanks for telling me about the tracks, that probably happened when i moved Terrorist spawn a bit to make it look less narrow between the bases
About alpha thing, ill change it now.

The defibs placement and the number of them was made to make the gameplay a bit "Slower" on DM/TDM/COOP
so people wont rush like insane around the map, but anyways i will think about it

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 16 July 2020, 18:33

Another changes have been made! not much as before, just changed something at barriers, now they're "interactive" with players in some way, how you may ask? well, i made tunnels on place of the barriers (with pushers once getting on the limit of the map) that connects directly to bottom, on both sides
https://prnt.sc/tj3ung (Left)
https://prnt.sc/tj3uxq (Left)
https://prnt.sc/tj3vt2 (Right)
https://prnt.sc/tj3w9k (Right)
i made this change because the barriers/laser/limit of the map looked ugly, also, trains arent usable as spawn now, but they're still on the map!

another minor change that was i deleted some decors too, like 6 of them? and added 2 (electric poles not usables as walls like before) so map should load even faster than before, there are less than 10 uploaded decors now

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Re: [APPROVAL REQUEST] balem-station

Postby Stryde » 16 July 2020, 23:28

Balem-station (3rd playtest)
- Move light here https://prnt.sc/tj6n1m
- Remove CS-grenade launcher HF, it's too overpowered and spammable
- Place an AG in this red highlighted region to limit players falling into the base https://prnt.sc/tj6ox5
- Your weapons do not need to be assigned upgrade levels. They do not affect ranked gameplay and can be edited to show no upgrades instead. https://prnt.sc/tj6prj
- You need to better validate your wall overlapping and wall placements for players. Gameplay on map feels weird because of this random movements. For example, where this red arrow is pointing, my walljumping path is interfered with, telling me that there's either a pusher affecting my path or poor wall placement interfering with my path https://prnt.sc/tj6qax
To see how to better validate your wall placements, check out the recent approval requirement guide with examples.
- Push trains and pushers back a bit on each side of the map. Do not have pushers covering the pit area where players can fall down to lower level of map.
- Do not leave this wall as a black wall https://prnt.sc/tj6rtu https://prnt.sc/tj6st1 -> I suggest making these stripes or warning walls instead of black wall/asphalt.
- Your engine mark that defines how many slots are able to respawn with a player is defined as 2 instead of 3. Double check players can respawn with the proper slots (2,3,6) and number of weapons (3)

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 17 July 2020, 02:09

Stryde wrote:Balem-station (3rd playtest)
- Move light here https://prnt.sc/tj6n1m
- Remove CS-grenade launcher HF, it's too overpowered and spammable
- Place an AG in this red highlighted region to limit players falling into the base https://prnt.sc/tj6ox5
- Your weapons do not need to be assigned upgrade levels. They do not affect ranked gameplay and can be edited to show no upgrades instead. https://prnt.sc/tj6prj
- You need to better validate your wall overlapping and wall placements for players. Gameplay on map feels weird because of this random movements. For example, where this red arrow is pointing, my walljumping path is interfered with, telling me that there's either a pusher affecting my path or poor wall placement interfering with my path https://prnt.sc/tj6qax
To see how to better validate your wall placements, check out the recent approval requirement guide with examples.
- Push trains and pushers back a bit on each side of the map. Do not have pushers covering the pit area where players can fall down to lower level of map.
- Do not leave this wall as a black wall https://prnt.sc/tj6rtu https://prnt.sc/tj6st1 -> I suggest making these stripes or warning walls instead of black wall/asphalt.
- Your engine mark that defines how many slots are able to respawn with a player is defined as 2 instead of 3. Double check players can respawn with the proper slots (2,3,6) and number of weapons (3)


Thanks for telling me about all those things, hopefully i fixed them all, let me show you :)

1-Light has been moved https://prnt.sc/tja9zf
2-CS-grenade launcher HF has been definitely removed, this one has been replaced for the RPG (-accurate, -fire rate, +spread, + damage) https://prnt.sc/tjaa34, also added 2 defibs (8 in total) so in DM, players spawns with defib too and placed around the map for COOP mode
3-Anti Gravity has been placed where you said https://prnt.sc/tja9t9
4-There are no more upgraded weapons around the map
5-I've checked overlapping on level editor, i fixed all the actual issues ivolved with overlapping C: also the pusher with stability damage has been removed, moved trains a bit and now the trains work as barriers.
6- Fixed the black walls you told me about https://prnt.sc/tjaems https://prnt.sc/tjaf0t
7-Fixed the thing you told me about the engine mark :) https://prnt.sc/tjagyz

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Re: [APPROVAL REQUEST] balem-station

Postby Balem » 25 July 2020, 04:33

Changelog 24/07/2020

*Design changes

-New design of the 2 bases in the map, so they look way better than before
https://prnt.sc/to6vre

-New design of the cave on the center of the map so this one can follow the line of the underground base
https://prnt.sc/to6w0y

-New Desing/coverage to the whole bottom area, changed the wood walls (Stone bricks on their place) and the dark plates for stripes
https://prnt.sc/to6w5j

*Gameplay changes

-Worked on bottom, the area was too open so i made some spaces for the coverage and added a wall at the ceiling on the left side to slow the rushing there, as i said, this happened because the area was too open, now that zone should be fair for both sides
https://prnt.sc/to7e0l

-Added an AG on Right bottom side, now fall damage wont be a common thing on this map https://prnt.sc/to6w91

-Water area at right and left sides now is deeper, i had 2 reasons to do this, 1st to add some coverage i case that bullets from another player pushes you there, 2nd that in case you fall from top, having less % of getting hurt by fall damage there.
Also, this area now has more lightness, so water won't be difficult to recognize
https://prnt.sc/to75cj
https://prnt.sc/to7ath

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Re: [APPROVAL REQUEST] balem-station

Postby Stryde » 29 July 2020, 02:42

Balem-station (4th playtest)
- RPG is OP with 150 HP on map. I would recommend increasing HP to 175 or 200, or removing RPG for rocket launcher
- More cover should be provided where red lines are. These lines highlight long lines of sight to be abused with very accurate slot2/4 and players shouldn't be able to die across very large maps https://prnt.sc/tq5w6w
- Lighting in this area is awkward https://prnt.sc/tq5wou
- The double gravitator in the map is weak for players to travel up it with weapons equipped https://prnt.sc/tq5xh9

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