PLR Wedding

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Alright, so, from what I played (which was through team-swaps/scrambles) ... it kinda sucked. It has potential, but it sucks.

What I notice so far is that it feels like the teams meet too soon and in too much force. This is either do to poor layout design, spawns too close, or just the sightline you have right around the turn.

Which segways into my next note... your map is way too open, there is no place I could go without having to deal with sniper fire from a sniper who I could barely see.

Mid is too open, it gives basically any ranged class a huge advantage.

Whoever takes the crossover usually wins...

And get rid of the random as heck hole in the ground. Visibility on it, is basically slim, and you can very easily walk into it, even if you are paying attention. (and a good possibility you can most of the time because you aren't worrying about where you're walking, you worrying about who's around you.)

Generally I had no fun on this map, and think that you need to do some major work to it.
 
Mar 23, 2010
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it was odd and my initial reaction was BAD. i feel like that big open sniper area and that tiny room that's hard to get to are pretty unfun to fight around. kinda feel like the area needs to be divided better or something to make it more fun.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
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Analysis of a "faster" PLR gametypes

Alright, thought-out post here. Hopefully you won't consider this to be "bad" feedback. I've thought about the problem you are trying to solve, and broke it down.

You said that you want to make a "faster" plr. I think that this is ridiculously hard, and here's my thought process.

The way you are going about doing it, you have shorter paths, and a smaller map. From what I have realized though breaking down and thinking about the problem more and from what I learned from previous stabs at making "faster" gametypes, shorter & smaller =/= faster; especially with plr. When you shorten the path lengths of plr, you are lowering the amount of active, workable playable area (this makes sense because paylod maps and their flanks are built up around the tracks. Less track, less space to build flanks, routes, etc). This also leads to more cramped areas, since again, there isn't a large amount of workable space.

What I can see from your map is that you have a shorter payload path, which means shorter, more cramped convoluted flanks. These then lead to player confusion and tight spaces. Why? Because of "density of routes." (Made that phrase up, but it convey's what I'm saying) If you have a ton of routes in a single area, players could easily confuse their entrances and choose the wrong one.

If routes are too close together, first time players may think that these entrances lead to one single route, and enter them in that mindset. They then get frustrated when they learn that going into Route A does not actually connect them to Route B, but going through the other entrance right next to entrance A, would take them to where they wanted to go. Yes, over time more people would learn to play the map and which routes go where. But if a player is getting frustrated after 2-3 rounds, there is a good chance they will leave the map and not play it again. So, if your density of routes per a single area is high, then there is a better chance of confusion and thus, a player leaving.


Next, with a shorter path, you will get shorter rounds, yes. I do not dispute this. But, if you get shorter paths, then gameplay and flow changes rapidly. Think of it this way: The goal is to prevent the other team from pushing the cart to the end. Shortening the path means you have a shorter time to stop the opposing team. The teams are essentially on equal until the cross-over. But, whoever wins the cross-over then gets the automatic offense advantage, and the losing side must immediately go on the defense, due to respawn time, and number of players. (if this didn't happen, then it would just be a game of "who can get the most people on the cart". The answer to that again is the team that wins the cross-over).

The way your layout is set up, the team who wins the cross over, gets an relitively large advantage when pushing, and then gets the higher ground. If you look at hightower, the amount of time it takes to push the cart from the cross over to roughly the curve before the bottom of the hill, is about the length of the opposing teams respawn time. This can't be coincidence. This gives the cross-over losing team, and way to re-gain an advantage, because the cross-over winning team needs to be at roughly full strength to get up that hill. (this also allows the losing team to set up some sort of defense for the same reason). you also have sightlines galore, which aid the cross-over winning team in offense.

I'm sure if you look at your demo(s), you'll see that a majority of the time, whoever wins the cross-over usually wins the map.



Anyways. Thats just a thing on why I think that you need to think about your layout more and what I've thought of for flaws of "faster" plr. You can decide how to avoid them (I didn't feel like typing those out) You never did say what changes you were planning on making (at least, you didn't to me) and so if this seems redundant, oh well, good practice for me.

Take what you wish from this, I've done my analysis.
 

tyler

aa
Sep 11, 2013
5,102
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There's some actual feedback. Yes, I came to some of those conclusions myself, and am making adjustments based on them.

I think some of it is especially nitpicky for an alpha, but at least this time you see what's wrong rather than just saying some things.