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Grass within building pathI agree, would be better to make concrete inside building
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Cant reach this area with guns equippedImagine reaching top part of stryde-sniper with guns equipped. As you said in discord "You can shoot the gun under you at least in [stryde-]sniper [to reach the top part] . . ." (
http://prntscr.com/uls5ci), in that way of logic this point isn't proved enough by you. Also not every part of map must be reachable with only gun equipped, since you can go around to another spot and reach that place if you don't want to switch to swords to jump higher. I notice that there not too long way to reach at the top of this wall. (If we were to zoom out of that picture you have taken, you will realize that you can access it through another route to go to that spot with a gun in hand, few steps away)
http://prntscr.com/ulrsdw>
This door in middle does not provide cover if someone decides to hold it open on the map by pressing E on itSo is it straight LOS in your opinion, isn't it? Just because someone can keep it open, it doesn't mean that this is a LOS. First, the weapons for long range is not extremely high powered and extremely accurate, like the sniper yipiekay with laser detecting. Energy rifle isn't very accurate when it's spammed too, unlike the sniper yipiekay. Second, the door automatically closes and buttons have CD by 1 or 2 second, it doesn't keep open all time while you standing and spamming E button without cover to you so risk to die is way more, not really.
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This does not excuse movables not being synchronized on this map, eitherSince mechanisms automatically returns to its own position, it doesn't need to be synced. You don't have to load the map with additional commands for the sake of the automatic door, which closes 3 seconds after opening it with the button. That's argue about optimization, which you want to see in this map.
Also here's Nyove's opinion from public chat about syncing such objects -
http://prntscr.com/ult668>
Easy to get stuck in pushers on mapAgree, Yizhe should fix all the pushers
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You have excess objects off in the left side in the editor that need to be deletedCan't see map's source...
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You have map preview triggers still present in the editor that need to be deletedSame
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You need to optimize your map where you can - you have many triggers that do the same thing but only have one action causing your mapcount to be higher. It's best to reduce map count whenever possible for gameplay reasons to reduce chances of players lagging on the mapSo you want to see less excess actions on the map, but at the same time you want to see useless syncronization for 2 doors (You need at least 10 triggers and timers or so to do sync for 2 doors). That's oxymoron, Stryde.
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Lower background design is too pixelated compared to rest of background design in mapSo you want the darker ground to be as square at the junction with the lighter ground as the basic panels junctions with ground? Don't you find it pretty bad in looking? So far it looks realistic that ground junctions look pixelated BECAUSE IT'S A GROUND, not a square formed panel. And as far as I know by map's Lore it's exploded ground crater + it looks decent as for me
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Weird lighting in mapAgree
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If you are going to keep wall styles like this, overlap all of them with a pusher to prevent possible spawningYou can't spawn on vertical axis. You spawn only on X axis. That's the basic mechanics. Or do you wanna say Eric made vertical walls as spawnable areas by Y axis? There's no wall below = you can't spawn in air... It's a fallacy. If there was an area 10x 20y (or maybe 20x20 pixels), you can spawn there. If there's 10x 10y area - you can't, at least need 20 pix above X axis wall's surface to spawn there. Sure, Yizhe can add pushf there for the sake of adding, but what's the point to load the map by excess objects?
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Swap out mud inside base building design for a better wall choice - mud looks out of place here within the base designI'd agree with that, concrete could look better.
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Another bug to fix because players can hold on in this area and glitch+1 ...
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Weird sky glow - fix this by making one wall extend past map heightI think there's need in 1 ambient light above, no need to extending the walls.
Almost the half of your feedback about the map looks very biased (ad hominem?)What about me, I think this map is really nice in all ways (after some fixes, for sure)