[APPROVAL REQUEST] darkstar 1-gl

[APPROVAL REQUEST] darkstar 1-gl

Postby darkstar 1 » 8 July 2020, 20:31

[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: Good luck, have fun!
- Map ID: darkstar 1-gl
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m=darkstar%201-gl&id=946505
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=darkstar%201-gl

[3]
- Give a brief description of the map: A grenade launcher combat map, featuring the CS-GLHF.
- Why you think the map deserves to be approved: I believe the map to have a unique and visually pleasing design and the usage of the cs-glhf, which I haven't seen, or at least haven't seen much, in other approved maps.
- Any other comments: The map is maily meant for DM or TDM (coop works as well of course)



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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby Stryde » 8 July 2020, 22:38

darkstar1-gl (1st playtest)
- Light decoration is off-centered as a workshop submission https://prnt.sc/tecimp
- HE grenades are able to be picked up in map, make them given on spawn with e-mark only
- 500 HP is too high
- Grenade-launcher only map, grenade launcher projectiles can have different paths for different players (is this fixed with new netcode?)

- Backgroundd and map symmetry:
- Every other background in map is bordered with an elevator path but this orange region https://prnt.sc/tecp1e
- In this yellow region, the differently-shaded background does not align properly to the rest of the background (it should align to red horizontal and vertical lines, not green horizontal and red vertical line) https://prnt.sc/tecj4e
- Orange region and yellow region (elevator paths) are slightly different dimensions and not aligned within overall background pattern https://prnt.sc/tecnk8
- To me, its difficult to see grenade projectiles with some backgrounds on map and this background color must be changed https://prnt.sc/tecktp
- Are two different lightsources needed in map, seems weird to me? https://prnt.sc/teck2d


Comment back on this thread with an updated changelog describing what changes you made in your map in response to feedback given in order to receive more playtests.

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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby darkstar 1 » 10 July 2020, 12:48

Updated the map.

V2 changelog:
Visual:
- Wall lamps are replaced with regular .6 power lights.
- The decor lamps are now offsetted by 3 pixels x position and should now be somewhat more centered.
- The underground lamp decors are now drawn in front without shadow (still not optimal since the player appears behind it, but the brightness issue is now fixed and I somehow couldn't fix it by adding extra lamp power)
- Aligned the background tiles.
- Made the flag poles darker in colour.
- Wall overlap problem outside the right boundary of the map is fixed.
- Bordered the middle tile background with elevator path.


Gameplay:
- Replaced the glhf with the blue- and red c00t (since the grenades are darker than those of the glhf, the visuality problem is also fixed) in response to the grenade spam problem.
- Additional grenades are removed and grenades given at start are now 3 instead of the former 4.
- Health is changed to 200, which also works better with the c00t.



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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby CreeperHunter55 » 10 July 2020, 20:40

(2-nd playtest)
Hello, 3/5 map for me, gonna explain why:

Camp spot here, it seems not to be intended as it is. Also you can evade enemy's grenades by jumping, it's possible.
Spoiler: Show More



Movement issues around the map I've noticed:
Spoiler: Show More
1. If you want to pass this tunnel faster, you use swords and jump, but it won't let you, because you will lag at the edge of overlapped walls.

2. For what is this wall here? To prevent grenades from reaching their targets?


Design issues:
Spoiler: Show More
1. BG seems complex and thoughtful, but walls on the entire map are not thoughtful in design wise to fit the bg

2. This place looks very fancy compared to the rest of the map

3. This lagged concrete's texture with bulging retarded not symmetrical lamp decor just looks awful
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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby ditzy » 10 July 2020, 23:31

[Gameplay]
- Movement is smooth for most of the map. Walls are placed nicely.
    I honestly don't think it's too much of a problem, but Creeper Hunter brought up this tunnel as an issue. I would suggest deepening part of the tunnel to allow for easier selfboosting: https://imgur.com/a/wnNGi8t
- Improper overlap pointed out in the playtest have been mostly fixed
    Only concerns I have here are walls that are with very thin overlap, though it hasn't been an issue in normal play so it's up to your discretion whether or not to change them. Example: https://imgur.com/a/Ux9HwDc
- The weapon choice is interesting, and I have to say that it works.
    c00t grenades do not bounce and so don't contribute to grenade spam. Since the speed of the grenades also depend on the player's momentum, it opens new strategies for players to explore.
- Gameplay overall is balanced, at least in DM mode.
    The map still needs to be tested in COOP and TDM, but it runs very well in DM.
Notes:
    I'm not so concerned with line of sight as this is a gl map with grenades that explode on contact instead of ricocheting. Long tight corridors would still be bad for gameplay but the small ones present in this map aren't an issue at all.

[Design]
- Unique new design with an interesting colour choice and placement.
    I see new design elements (Like light postings) that are nontypical, but i think they work.
- Decorations don't detract from the design of the map.
    As others have pointed out though, the lamps have a symmetry issue. You should update (or get the artist to) the decoration so that it is symmetrical. https://imgur.com/a/322hnIc
Notes:
    It seems like some of your background panels don't fully align with the walls. This isn't really an issue for me, as I care more about the placement of the walls and their relation to map flow. I actually think switching between aligned and unaligned panels is interesting.

[Comments]
    I think that this is a very well made map. Most of the issues we've noticed during playtesting have been fixed, and as soon as the other issues (Mainly the lamp for me) are as well, I think it should be approved.
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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby Stryde » 13 July 2020, 23:58

darkstar 1-gl (3rd playtest)
- Some wall placements feel weird for the map playstyle (perhaps it is the way it sticks out compared to other walls on map) https://prnt.sc/th6x9o https://prnt.sc/th6wy4 https://prnt.sc/th6wcj https://prnt.sc/th6vty https://prnt.sc/th6w5c
- Elevator path is in excess in red boxed region but not included in red underlined region (remove elevator path from red boxed region) https://prnt.sc/th6wo9
- Map boundaries look weird with light overlapping with laser (just leave it as a laser) https://prnt.sc/th6xdo

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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby darkstar 1 » 23 July 2020, 17:22

V3 changelog
Visual:
- Lamps have been fixed (bless you, thetoppestkek)
- Excess elevator path in the left part of the underground tunnel has been fixed.

Gameplay:
- The left and right campspots were fixed during the second playtest.
- Wall overlaps have been fixed, also removed some unnecessary walls.
- 4x4 wall at the right underground part (which was requested by a player but doesn't seem to work well) has been removed.
- Lowered the left entrance to the underground a bit and removed one venthole.
- Left part of the underground tunnel has been lowered a bit.

@CreeperHunter55 Walls were placed first, bg was added afterwards and I tried to fit it as much as I could without altering the original walls too much.

@Stryde The small edge walls are made mainly for edgejumps and little protection while lying down.
The lamps with the laser will be kept as they look better visually and make more sense than a random laser on concrete.


Thanks for testing and the feedback.



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Re: [APPROVAL REQUEST] darkstar 1-gl

Postby Kiriakos Gr96 » 25 July 2020, 00:29

Map is now approved.
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