Airport

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Airport

Postby Monovalent » 30 January 2016, 22:35

http://plazmaburst2.com/?s=2&map=monovalent-airport

16 players: 8 Terrorists <-> 8 Counter-Terrorists.

Weapons: Pistol CS-Pro, Shotgun CS-DAZ, Rocket Launcher CS-LitBro (can be obtained in a secret spot) and Defibrillator.
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Re: Airport

Postby shadowstorm122 » 31 January 2016, 14:44

Nice map but it needs more planes :3
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Re: Airport

Postby Monovalent » 31 January 2016, 18:29

shadowstorm122 wrote:Nice map but it needs more planes :3

Was going to add 2-3 jets, but the map is already too big.

Thanks.
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Re: Airport

Postby Silent Aurora » 31 January 2016, 20:05

Nice design, but the gameplay isn't that good imo.
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Re: Airport

Postby Monovalent » 31 January 2016, 20:27

Silent Aurora wrote:gameplay isn't that good

Why? You have cover, non-spammy weapons, somewhat realistic battleground.
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Re: Airport

Postby Wasted Time » 31 January 2016, 21:54

I really enjoyed the map, liked how you added a breakable glass, and how there are multiple flanks into each others starting area. I also like the weapon choices as they fit the battlefield, although there are some doors you cannot access depending on which side you are on but I guess that was on purpose, but all in all it was a nice map.

Nice work Mono!
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Re: Airport

Postby Monovalent » 31 January 2016, 21:58

Wasted Time wrote:I really enjoyed the map, liked how you added a breakable glass, and how there are multiple flanks into each others starting area. I also like the weapon choices as they fit the battlefield, although there are some doors you cannot access depending on which side you are on but I guess that was on purpose, but all in all it was a nice map.

Nice work Mono!

Thanks a lot, and one-sided accesible doors are made on purpose, you're right :p
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Re: Airport

Postby Silent Aurora » 1 February 2016, 00:24

Monovalent wrote:
Silent Aurora wrote:gameplay isn't that good

Why? You have cover, non-spammy weapons, somewhat realistic battleground.


Because not every map has a realistic battleground and the maps ive played throughout the years are kinda the exact opposite, so I'm not used to playing in a realistic battle like yours, which explains why I didn't like the gameplay.

Don't get me wrong, I love how you made it realistic and artistic. Good job xD
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Re: Airport

Postby Monovalent » 1 February 2016, 00:28

Silent Aurora wrote:Because not every map has a realistic battleground and the maps ive played throughout the years are kinda the exact opposite, so I'm not used to playing in a realistic battle like yours, which explains why I didn't like the gameplay.

Don't get me wrong, I love how you made it realistic and artistic. Good job xD

Thanks mate.
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Re: Airport

Postby monkeyman2535 » 1 February 2016, 01:46

I don't know how this map is already approved, or why. From even a cursory glance, it doesn't even look remotely approvable to me. There's long, flat corridors; players don't even spawn with defibrillators; one side has an immediate advantage from a high ground camping spot; I don't understand the purpose of the camping hovels, the water pits, and the death hole underground; and the map is filled with doors and corridors in weird places that makes the layout uneven and bizarre. The "realistic" design isn't bad, but it makes the map look more like a gunshop than a battlefield. If Eric approved this all on his own, shame on him, and if you requested it and he agreed, shame on both of you.
If this wasn't approved immediately after publication I probably would've ignored all these flaws, but if approvals are being done this unscrupulously now, it's a sad sign for all approved mapping in PB2.
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Re: Airport

Postby X Mechanic » 1 February 2016, 04:19

Doesn't even take flight!
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Re: Airport

Postby Monovalent » 1 February 2016, 12:34

monkeyman2535 wrote:players don't even spawn with defibrillators;

Players never spawn with defibrillators or any other gun. The spawn location is picked randomly in every map, every time you die.

monkeyman2535 wrote:one side has an immediate advantage from a high ground camping spot;

1. Camping is absolutely impractical with non automatic guns, especially with such weapons as CS pistol and CS shotgun which deal low-medium damage.
2. You can easily take out any camper in this map. Every spot can be reached in different ways (min.=3).

monkeyman2535 wrote:I don't understand the purpose of the camping hovels, the water pits, and the death hole underground;

Of course you don't understand it. You don't understand anything. The water pits, really? What's wrong with having water pits in the map? The death hole is a secret spot where you can obtain rocket launchers. Use a portnade, don't jump in it, there is a laser on the way.

monkeyman2535 wrote:and the map is filled with doors and corridors in weird places that makes the layout uneven and bizarre.

Maybe you're right. You should go to play something like stryde-sniper, there are no doors or corridors. Have fun.

monkeyman2535 wrote:The "realistic" design isn't bad, but it makes the map look more like a gunshop than a battlefield.

A gunshop? I haven't seen any guests selling plasmaguns there.

monkeyman2535 wrote:If Eric approved this all on his own, shame on him, and if you requested it and he agreed, shame on both of you.

No, shame on you for disliking this map. Unlike the other maps in this game, this is probably the first one where you can have a fair fight in a realistic setting.

Out of all the approved maps in PB2, you've chosen to cry down this one. Bravo. #Best choice 2016.

Also thanks for 1* vote. My map definitely deserves it.

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X Mechanic wrote:Doesn't even take flight!

You can fly using your imagination ;)
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Re: Airport

Postby Mirth » 1 February 2016, 19:39

After taking a look on the map, I will give two reviews. One seeing it as an approved map, and another seeing it as a map itself.
As a map itself:
The concept is interesting ,that's no doubt, there's not much to say here and for me it is a 5/5 in terms of realism.
Note: I would personally give the glass a lighter tone.

As an approved map:
I think I will start with certain points I considered as bad.
There are walls that might affect playability, even in a small way, but still.
This is what I mean:
Spoiler: Show More

This happens in every wall I go from right to left, it happens in almost every box of the map.
My suggestion, replace those boxes made of walls with doors.

Spoiler: Show More

I would consider glass regeneration in the map, as this affects Deathmatch and Team Deathmatch modes, even if it is just a single shot, sometimes that single shot might change things dramatically.

Spoiler: Show More

This picture applies to any door that works with this mechanic, which means no auto-return.
Honestly, this affects a lot the gameplay, as for example in this case, the door blocks direct entrance into the airplane, forcing users to find other ways when they could involve themselves in much more direct combat.
So far this is the best example of what I mean:

That player would probably be trapped if another person started spamming the hell out of his/her rocket launcher.

Spoiler: Show More
And speaking of rocket launchers, I honestly dislike this idea a lot, like, if someone wasted all their port-nades, they would not be able to take a single rocket launcher.
I have also noticed you edited the amount of pellets of the shotgun, not sure if something else.
And honestly, I really support the requirements for map approval guide itself, as it is really helpful and accurate on how a fair map should be approved.

All in all the map is good, pretty good, but not worth the approval, at least not with the points I have listed above. I am personally disappointed with Eric Gurt approving maps that have these kind of flaws.

And just a note, I don't care if other maps have these flaws, I know about that, but the thing is it is better to improve the new, if we prevent more maps with these flaws to be approved, and rather improved in order to fit the approval (call it requirements) points, things would be much better.

As for the note, seeing it from the approval side (or however you want to call it): 3/5
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Re: Airport

Postby Green eyed Demon » 1 February 2016, 20:36

I don't understand how this garbage got approved,Monkeyman and Mirth have already stated the reasons why it is bad

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Re: Airport

Postby DoomWrath » 1 February 2016, 20:52

Map feels good.

Pros:
- No silly glitch-abuse boosting to cross the map in 2 seconds (railwars, snipers, 90% of approved maps these days....)
- Has areas to actually fight over, unlike most approved maps
- Takes real effort to secure an area of the map
- Encourages teamwork and co-operation, not just press x and spam to win.
- Camping spots are good goals to capture, attack, and defend
- With a so called "goal" of taking the maps, it's reminiscent of 2012 Level 1 for MP.

Cons:
- Can get somewhat frustrating to play with such a low weapon dispersion
- Some areas, once captured, are very difficult to take over
- Map is overly tight in places, creating crawl zones that slow gameplay
- Not much fun for small teams in Co-Op/TDM, better for DM or large teams

Would be nice to see more maps of this style rather than the godawful 'boost n snipe' maps these days.
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Re: Airport

Postby Monovalent » 3 February 2016, 18:39

Mirth wrote:[...]

We've already had a talk in the chat.

Green eyed Demon wrote:I don't understand how this garbage got approved,Monkeyman and Mirth have already stated the reasons why it is bad

The only garbage here is your reply. Instead of pointing fingers, try to prove me wrong using constructive criticism next time.

DoomWrath wrote:Map feels good.

Pros:
- No silly glitch-abuse boosting to cross the map in 2 seconds (railwars, snipers, 90% of approved maps these days....)
- Has areas to actually fight over, unlike most approved maps
- Takes real effort to secure an area of the map
- Encourages teamwork and co-operation, not just press x and spam to win.
- Camping spots are good goals to capture, attack, and defend
- With a so called "goal" of taking the maps, it's reminiscent of 2012 Level 1 for MP.

Cons:
- Can get somewhat frustrating to play with such a low weapon dispersion
- Some areas, once captured, are very difficult to take over
- Map is overly tight in places, creating crawl zones that slow gameplay
- Not much fun for small teams in Co-Op/TDM, better for DM or large teams

Would be nice to see more maps of this style rather than the godawful 'boost n snipe' maps these days.

Thanks Doom. I guess you're the only person here who realizes that PB2 needs more than cliche snipers and rails we currently have.



Locking this.
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