How? Tell me. You can't just say it's terrible without explain why.
WE HAVE.
How? Tell me. You can't just say it's terrible without explain why.
thats exactly why its a bad idea, its an asymmetrical map where defending is designed to be especially powerful because you defend against waves of enemies, that doesnt convert properly into a symmetrical map where attacking is as viable as defending.It is not. MvM maps are built for defending red base and how are other maps build. The team who owns the base are built for them.
Yeah because it's still a new map. Of course I am not going to say much of the map. It's not finished.To be frank, have you considered that none of it is very good?
I mean, even you, the creator, the best thing you can say is "it's big and i made it all by myself".
You only said about how the map has missing textures, dark rooms, there is a leak in the map. You said nothing about the control point it self expect for changing the textures for the ramp.WE HAVE.
Yeah because it's still a new map. Of course I am not going to say much of the map. It's not finished.
People do look at what's nice about the map. People keep saying I like how this is. Or I like how the control point is. So they are doing it but choseing not do it on my map.
Because they are looking at all the small things that are wrong and don't take in what's good about the map.
Then you should say that all attack defend maps are flawed because it's build for attack and defend. This map has routs you can use. Higher places. Spy rouats.thats exactly why its a bad idea, its an asymmetrical map where defending is designed to be especially powerful because you defend against waves of enemies, that doesnt convert properly into a symmetrical map where attacking is as viable as defending.
this is fundamentally flawed as a concept
I did look at the scaling and I put that into shutdown and people said it was off. I know to put rocks and stuff for jumping classes and scouts. Other objects to block sniper sight lines. I know about design theory. We're you need multiple routs and different levels.
I'm not talking about this specific map. I'm talking about every other map of yours where this whole process is exactly the same, ending in you abandoning it and moving on to another project.You only said about how the map has missing textures, dark rooms, there is a leak in the map. You said nothing about the control point it self expect for changing the textures for the ramp.
It can be both.Hang on-
Are there good things that people aren't mentioning? Or are there no good things because it's new?
attack defend maps are built to make attacking and defending both equally viable because they are both to be done by playersThen you should say that all attack defend maps are flawed because it's build for attack and defend. This map has routs you can use. Higher places. Spy rouats.
I understand the logic because soilders need high places to shoot down at the coast of health. The pyro are short combate classes and they need close arears to be effective. Heavy's the same as pyro. Engineer is to block off of choke points and control points. The demos same as engineer. Sniper need long sight lines.So you looked at it, cool. Did you understand the logic behind them?
Consider algebra. In class, you get taught all these methods and formulas on how to manipulate numbers. To pass the class, you just need to remember which formula or method to use for a given problem. This is shallow understanding.
In these classes, there will undoubtedly be a segment on real world application, better known as word problems. I graded college level algebra for 3 years: students often struggled to solve these because they never understood the logic behind what they were learning. Some put in minimum effort, only learning how to apply a specific formula when they saw a certain arrangement of symbols. Others never tried to get additional help to reach the understanding they needed. The students could not solve these problems because they did not truly understand the tools the were given.
So I ask you this: what makes a map fun, and why does it make it fun?
The answer is not balance, but balance helps.
It can. People think different then for others. So people don't say anything or little because it's a early map. And people can say not good things because they think it's a bad map because one thing is off....
okay thats me done
And I tried that before and it did not work so I am trying something else.attack defend maps are built to make attacking and defending both equally viable because they are both to be done by players
MVM is built to make defending more viable than attacking because one team is a few players and the other team is 500 robots
as a rule of thumb, jamming some shit into someone else's map and changing the gamemode is never going to work, dont do it, make something yourself instead
Then a year later I come to it. It's better to leave it because I can't fix it or I just ran out of ideas for the map.I'm not talking about this specific map. I'm talking about every other map of yours where this whole process is exactly the same, ending in you abandoning it and moving on to another project.
I did make things smaller but people keep saying it was still to tall.It's hard for everyone at the start. My first map was a massivly overscaled mess, and from that I've learned how to make stuff smaller and more playable.
... then make it even smaller...?I did make things smaller but people keep saying it was still to tall.
I understand the logic because soilders need high places to shoot down at the coast of health. The pyro are short combate classes and they need close arears to be effective. Heavy's the same as pyro. Engineer is to block off of choke points and control points. The demos same as engineer. Sniper need long sight lines.