CP kameleon [Deleted]

Discussion in 'Map Factory' started by fłαρi., Jul 5, 2016.

Thread Status:
Not open for further replies.
  1. fłαρi.

    fłαρi. L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    kameleon - cp_kameleon_a1

    Hello everyone!

    I'm flapi I started making maps a few months ago. This is my 2nd map kameleon. The map is focusing 6s play. Send feedback to my email wich you can find on my profile. Good luck and have fun with the alpha version of the map.
     
  2. Simulacron

    Simulacron L6: Sharp Member

    Messages:
    299
    Positive Ratings:
    151
    Please post some screenshots, so we can look at the map before we download it.
     
  3. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    Either I'm blind or you don't have an email anywhere on your forum or steam profile, so I'm leaving my feedback here. Overall you seem to have a pretty good grasp of height variation and connecting routes between areas, but there are several issues I found while running around the map in singleplayer.
    • You spawn with a wall in your face - try to position spawnpoints so players can immediately see their choices of spawn exits.
    • There are unpacked models everywhere. Try VIDE or CompilePal for packing custom content into your map.
    • This sightline into one of the spawn exits will probably invite spawncamping snipers.
    • Your map relies on several jumping routes. People generally don't like dealing with jumping puzzles while trying to fight, so turn some of these into stairs or ramps.
    • I would suggest raising the displacement here so you can climb up to the point without jumping.
    • There are only two routes into the 2nd point, and they're rather close together. Try to give players at least three ways into each area and spread them out so they can't all be defended from the same location.
    • The only way onto the mid point is across this long narrow bridge. This funnels attackers into a straight line with no cover, so defending this point would probably be very easy. Give players multiple options to approach the point so that they don't have to brute force their way through.
    • There is a lot of clutter underneath the mid point. Combined with the low ceiling formed by the bridge, it makes the area feel cramped and difficult to move around in.
    • For most classes, the only way to get out of the pit at mid is by jumping on this rock, and it took me several seconds to find it. Add some more obvious ways to climb back up that don't require players to jump.
    For gameplay feedback with a full server, you can sign up for one of our gamedays or impromptu tests. Gamedays usually happen on weekends, and their submission threads go up a day or two in advance in the server events subforum. Impromptus are held almost daily and organized in our Steam group chat using a bot that keeps a map list (if you'd like to add yours, just ask in chat and someone will tell you how). Feedback and a demo recording from the test will show up here afterwards.
     
    • Thanks Thanks x 1
  4. fłαρi.

    fłαρi. L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    Hello everyone. My computer is currently broken or not in a state where I can fix the map's "issues". I'll try to get my pc working as fast as I can and rework the map from scrap by the given feedback. In the next version of the map I'll be showing pictures of the map. Thanks for everyone who's helping me. I'm trying hard but I'm new to this. Have a nice day! :3
     
  5. fłαρi.

    fłαρi. L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    This download has been removed and is no longer available for download.
     
Thread Status:
Not open for further replies.