rest in peace to those plants lmao
[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: Urbanwar Revised
- Map ID: incompetence-uwr
- Link to Map Page: https://www.plazmaburst2.com/?s=9&a=&m=incompetence-uwr
- Link to Map Demo: https://www.plazmaburst2.com/?s=2&map=incompetence-uwr
[3]
- Give a brief description of the map: My personal edit for raffine-urbanwar. I experimented with some ideas to try to solve some of its issues. Edit derived from the urbanwar derivation that Jason Eden made.
- Why you think the map deserves to be approved: it's overall less campy because of interrupted sightlines that don't extend too far out in range as well as a lack of enclosed spaces that would give power to camping overall, and it's in line with what the original map was aiming to be: a gun battle in an urban setting. I compared other versions like jason eden's version and phsc's version and tried to incorporate some elements from those versions into this one while also making room for some random ideas I had in mind. I added more lanes that also end up merging at different points to provide different flanking routes and I also blocked off certain lanes so players are forced to change lanes; mostly it was just so people don't shoot across the map through these lanes. I feel like having cut off lanes creates different paths that have its own tactical benefits and advantages and having these "paths" naturally makes the skill cap higher as you now need to know which path to take that is most beneficial in certain scenarios as well as knowing the way around in general. plus regular 3+ lane maps that go back and forth is pretty boring and repetitive in games, even if it makes movement smoother and easier. something as simple as this could change things up in a big way imo. movement is pretty unrestricted though so you can get around the map just fine without struggling or being cramped, despite the cut off lanes that merge with one another. this was a major thing I wanted to get right, especially with a weird design choice such as this.
- Any other comments: the preview is missing a wall or two that I added after taking the screenshot of the map, but it's nothing major. just a slight change.
this current version is also what I call the "beta version" of this map, meaning it's ready to play in, but it's not exactly done yet. I'm looking for feedback so I can make adjustments and fine tune things like weapon damage and even general things like blocking specific windows/creating different sightlines. based on what I get, there's a chance this map might end up looking different, hence why I say it's not "exactly done" yet
CS-RC is modified so it now has 0.75 projectile power and 0.7 speed. this might change depending on the feedback. I've also added sniper rifles - one for each team. it can penetrate through the thin doors around the map, which of course is pretty powerful considering it's the only weapon that can do so easily and with consistency, but I feel its slow speed is a countering drawback to its power. again, I'll wait until the feedback comes in to see if the sniper rifles need a look at