Mariposa

PL Mariposa b5c

Erk

erk
aa
Aug 6, 2016
469
1,113
Erk submitted a new resource:

Mariposa - Payload map themed around Fallout 1s similarly named location. Formerly Resonance

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-Assets arent final. Borrowing some from Void's Atom Smash. Got a team ready for new stuff
-Fixed door after B not operating correctly
-New routes near C
-Nobuild near Reds cave entrance for first is now more logical. No building there, ever...

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Boonie

L2: Junior Member
Sep 22, 2015
90
65
Can stand here
3200 2144 1409
1893 2561 1411
1382 3883 1034

Spawn room triggers dont reach the wall allowing engies to build
-31 -464 128
1356 7496 192
4494 2857 -0
 

Erk

erk
aa
Aug 6, 2016
469
1,113
Erk updated Mariposa with a new update entry:

Major Route Changes

-New forward spawnrooms for Blu and Red (Blu's new forward spawn is now closer to Last, Reds forward spawn is closer to B point and in front of it instead of to the side)
-Removed additional routes to get to last since they let Blu get around too much
-New Particle explosion effect for last. WIP -New Door for B. Maybe WIP
-Red respawntime reduced for Last
-The flank for Blu near A is now tighter to make it harder for them to flank
-Adjustments to cart path -Last is a bit less tight for...

Read the rest of this update entry...
 

MM1011

L2: Junior Member
Apr 15, 2023
51
24
A little feedback from playtesting the map's beta revisions with a low to medium full server (12-24) a couple of times:

The map has a lot of long, narrow, flat to flat-ish ground. I wouldn't say this ends up being a big problem, but it leads to more problematic Sniper and general spam play than is maybe desirable? It is also part of the map's charm, I think, and the flanks are generally satisfactory for punishing that kind of play.

The open area around B can be surprisingly hard to push into. It suffers from the aforementioned issue when pushing the cart down below, and the entrances on the upper right from Blue side are close together and also relatively narrow. Since Red spawns a bit closer in the first place (they are maybe about equidistant, but Red has a much easier time maintaining a teleporter, I think), they will generally have a good nest built up and can reinforce much easier than Blue. It ends up just being a little too easy for Red to keep Blue from even stepping into the area in the first place, imo.

As a corollary to the above, I don't have great feedback for C and D, since a team that takes B has been strong enough so far to grab C and D rather easily. I have an early impression that C is maybe a bit basic and narrow but I also think it's nice to have a bit of a "cooldown point" between B and D.

Other than that feedback above, I'd also like to say the map executes its Badlands theme very well and is visually interesting. Outside of that one spot on B, the map feels like it has good options (flanks, positions, etc.) for both sides.
 

Erk

erk
aa
Aug 6, 2016
469
1,113

A little feedback from playtesting the map's beta revisions with a low to medium full server (12-24) a couple of times:

The map has a lot of long, narrow, flat to flat-ish ground. I wouldn't say this ends up being a big problem, but it leads to more problematic Sniper and general spam play than is maybe desirable? It is also part of the map's charm, I think, and the flanks are generally satisfactory for punishing that kind of play.

The open area around B can be surprisingly hard to push into. It suffers from the aforementioned issue when pushing the cart down below, and the entrances on the upper right from Blue side are close together and also relatively narrow. Since Red spawns a bit closer in the first place (they are maybe about equidistant, but Red has a much easier time maintaining a teleporter, I think), they will generally have a good nest built up and can reinforce much easier than Blue. It ends up just being a little too easy for Red to keep Blue from even stepping into the area in the first place, imo.

As a corollary to the above, I don't have great feedback for C and D, since a team that takes B has been strong enough so far to grab C and D rather easily. I have an early impression that C is maybe a bit basic and narrow but I also think it's nice to have a bit of a "cooldown point" between B and D.

Other than that feedback above, I'd also like to say the map executes its Badlands theme very well and is visually interesting. Outside of that one spot on B, the map feels like it has good options (flanks, positions, etc.) for both sides.
yeah B is definitely a problem area for me. I think when I have the time I'll restructure it. More curves and a better situation for the big door. Last is something I also think might need to be reworked. Like you said above Red has a hard time holding the point that's supposed to be the hardest so maybe I can make the spawns better for them. Thanks for the feedback!