[APPROVAL REQUEST] Avre-Underground

Map Approval Requests

[APPROVAL REQUEST] Avre-Underground

Postby Build » 6 October 2020, 11:37


[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:
Underground

- Map ID:
Avre-underground

- Link to Map Page:
https://www.plazmaburst2.com/?s=9&a=&m= ... &id=998781

- Link to Map Demo:
https://www.plazmaburst2.com/?s=2&map=avre-underground



[3]
- Give a brief description of the map:
Spoiler: Show More
Another symmetrical map: Dark Abyss

A 4vs4 RvB map

x3 Grenades
x2 Portnades

Inspiration:
Ditzy-uprise
CreeperHunter55s maps

Updates:
- Max players is now 12


- Why you think the map deserves to be approved:
Playtested a few times and I think everything's okay to me, I'd accept any feedbacks if there any

- Any other comments:



Preview:



Edit: Map had ID error i had to import it into another empty map.
Well this is awkward
━━━━━━━━━━ Approved maps ━━━━━━━━━━

Warzone (Avre-wz)

Vitality (Avre-vt)

Xenocide (Avre-xc)

Velocity (Avre-vc)

Cydia (Avre-cydia)

Void Emulation (Avre-ve)

Necropolis (Avre-np)
User avatar
Build
Civil Security Heavy [300]
 
Posts: 300
Joined: 27 February 2018, 18:18
Location: somewhere

Re: [APPROVAL REQUEST] Avre-Underground

Postby Stryde » 9 October 2020, 17:25

Avre-underground (1st playtest)
- Remove painting https://prnt.sc/uw9bp2
- Place invisible door in gravitators https://prnt.sc/uw9bv7
- Endpoints need to be marked better for water regions for players playing map for first time
- More cover is required across the bottom middle with the weapon selection (this includes adding cover on top of map) https://prnt.sc/uw9ctq https://prnt.sc/uw9dco
- Girders should be a darker hue to fit map theme
- Teleport should have a cooldown to prevent spamming (and should go to inactivated state as well) https://prnt.sc/uw9edt

Stryde
Moderator
 
Posts: 297
Joined: 9 November 2015, 02:17

Re: [APPROVAL REQUEST] Avre-Underground

Postby Build » 9 October 2020, 20:42

Avre-underground (1st playtest)
- Remove painting https://prnt.sc/uw9bp2

Out of place for the map?

- More cover is required across the bottom middle with the weapon selection (this includes adding cover on top of map) https://prnt.sc/uw9ctq https://prnt.sc/uw9dco


Oh no, I guess the most effective way is to move the doors on the middle (bottom part of the map)

Thanks for pointing these out, Going to fix them tomorrow.
━━━━━━━━━━ Approved maps ━━━━━━━━━━

Warzone (Avre-wz)

Vitality (Avre-vt)

Xenocide (Avre-xc)

Velocity (Avre-vc)

Cydia (Avre-cydia)

Void Emulation (Avre-ve)

Necropolis (Avre-np)
User avatar
Build
Civil Security Heavy [300]
 
Posts: 300
Joined: 27 February 2018, 18:18
Location: somewhere

Re: [APPROVAL REQUEST] Avre-Underground

Postby Build » 10 October 2020, 04:22

An update:

- Removed painting
- Invisible doors on gravitators
- Added covers
- Girders are now darker
- Moved the doors to bottom center to prevent spam
- Added a little design on water slide part
- Cooldown on teleport
- Some changes here:



- Updated Preview:
━━━━━━━━━━ Approved maps ━━━━━━━━━━

Warzone (Avre-wz)

Vitality (Avre-vt)

Xenocide (Avre-xc)

Velocity (Avre-vc)

Cydia (Avre-cydia)

Void Emulation (Avre-ve)

Necropolis (Avre-np)
User avatar
Build
Civil Security Heavy [300]
 
Posts: 300
Joined: 27 February 2018, 18:18
Location: somewhere

Re: [APPROVAL REQUEST] Avre-Underground

Postby Stryde » 14 October 2020, 19:39

Avre-underground (2nd playtest)
- Water should be more pronounced, to me, this felt like a pit that I was going to fall into before realizing it was just water https://prnt.sc/uz9red
- Make it such that you can grab this wall with swords equipped https://prnt.sc/uz9rzd
- I get clipped on light fixtures when I try to move around this area with swords, I'd recommend raising lights by 20-30px or lowering the platforms players walk on for player movement efficiency with swords equipped since map is open https://prnt.sc/uz9syo
- See overlapping validation for tunnels on edges of map https://prnt.sc/uz9vif

Stryde
Moderator
 
Posts: 297
Joined: 9 November 2015, 02:17

Re: [APPROVAL REQUEST] Avre-Underground

Postby Build » 16 October 2020, 05:25

Everytime I see Stryde's post I fear him.


- Made Water more darker
- Added this https://prnt.sc/v0auwp
- Replaced this with bg's https://prnt.sc/v0aq9g
- Overlap fixes
━━━━━━━━━━ Approved maps ━━━━━━━━━━

Warzone (Avre-wz)

Vitality (Avre-vt)

Xenocide (Avre-xc)

Velocity (Avre-vc)

Cydia (Avre-cydia)

Void Emulation (Avre-ve)

Necropolis (Avre-np)
User avatar
Build
Civil Security Heavy [300]
 
Posts: 300
Joined: 27 February 2018, 18:18
Location: somewhere


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