Ventus

MVM Ventus b6

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
you might have to go hard in the paint with clip brushes filtered for just bots, though I don't know if they'd be able to see these brush entities when you make a nav file.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Gameplay: 6
You've got the basics in place, but there's a few issues with what you have. The high ground by the rocks right at the bot drop zone is a bit cramped, and I died a lot trying to dodge attacks by moving backwards in that zone. The bridge bot path is distinctly harder to defend against as compared to going under the bridge, because it's a large sightline with no cover. I was also picked off a lot by snipers that weren't even on the bridge, since there's no cover on the side of the bridge either. The bot path that goes under the bridge, however, is a lot of fun to play against, since you've got a clearly defined high ground and the path winds around in an interesting pattern. Also, you managed to add a fairly strong incentive to upgrade jump height, which is good.

Waves: 5
It was a bit hard to figure out how good the waves were, since bots didn't like to follow the
paths. However, there were a few things that I noticed as being particularly bad. You should remove the huntsman snipers entirely, or have very few of them, as they're like normal snipers but without the line showing you where they're aiming. Additionally, way too many spies spawn at a time – most official
maps keep the number of spies down to 2 or 4. Giants were pretty hard to defend against, but I blame
the bridge route for that.

Aesthetics: 10
Good.

Technical: 5
-Broken bot nav
-Bots got stuck on clipping
-Areas that shouldn't be accessible are

Full Judgement PDF
 

Yellow

L1: Registered
Sep 10, 2014
24
34
Played some of this map recently, it is pretty fun, but it is way too open in most areas, and knockback into some water areas is glitchy and can break the wave, especially around the dock near the bomb hatch (robots cant get to bomb, easy to just mop them up and win wave without possibility of losing). Very very beautiful map though as always Freyja.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Played some of this map recently, it is pretty fun, but it is way too open in most areas, and knockback into some water areas is glitchy and can break the wave, especially around the dock near the bomb hatch (robots cant get to bomb, easy to just mop them up and win wave without possibility of losing). Very very beautiful map though as always Freyja.
MvM maps are meant to be open
 

Yellow

L1: Registered
Sep 10, 2014
24
34
MvM maps are meant to be open

Yes but when there is virtually no cover at all, it is difficult for classes that are not sniper to make a stand. Coaltown for example atleast has the upper ground that blocks sightlines and has some fences to hide behind. We finished the mission with three snipers and using pryo airblast with heavy rage to glitch some of the more difficult bots (namely heavies) into the water so that we wouldn't get rolled.