I don't frequently do that, but tonight i feel like giving some insight into this map.
During the playtest i felt that the others don't really want to play, but i sure as hell wanted to.
So i have decided to do my annual reverse engineering to give some insight that you might appreciate.
The general layout.
The layout feels awkward at first and is really weird to get used to. It probably boils down to the control point not being in the middle and being kind out of the way. I personally feel that the control point should be a focus of a map.
While a few things troubles me, the layout works. As mentionned by others during playtest, the high ground is favored by litterally everyone. Yes it is good as the team to have stronghold area, but that makes the rounds boring as people feel like they absolutly need to get up there to win.
I wanted to try and change a few things around but couldn't figure out a good compromise. So I will point out a few unrelated things first.
Minor issues
While this did not occur to me as weird during gameplay, it might be because i never bothered to even look at it. This does nothing but make the navigation sort of weird. Maybe add glass around the prop and make the prop non solid and see if people start using it.
This ledge did not feel like it was "wide enough".
Don't get me wrong, it is wide enough for people to walk around, but it did feel wrong when using this. It felt like using an unintentionnal ledge.
I made it a bit larger, and maybe that would be fine. You be the judge.
This player clip makes me really sad. I pointed it out in feedback round but i decided to also give you new ideas.
I decided to lower a part of the map and to add a ramp. Do what you want of this idea.
The saxton spawn
One thing I believe this map fails is to indicate where saxton spawns. He spawns almost right next to the enemy team, even if in the air and on a timer.
I decided to use my previous theoretical changes to move his spawn location, but my idea is that he would spawn around this general area in a blue distintive box to warn players.
Clutter to remove / adjust.
Remove these boxes, it's annoying, and add clips to the trucks thx <3.
Empowering both teams
VSH should be about empowering both Saxton as a one man army and the mercs by making sure each of them have a chance at defeating Saxton. Obviously, you know that, but apart from the high ground, nothing in this map does that.
So i'd recommand a few things :
- Make a path to higher and higher ground.
- Current high ground is a first step, but is lower than right now
I too the libery of being a bit silly and making very bad gameplay geometry to show off what i mean :
This could be interesting. Forcing players to commit to a higher ground could lead to more possibilties for players :
- Do you want to be easier to reach but have access to high ground
- Do you want to be harder to reach but having to commit and needing to ether take fall damage to get pickups or escape a jumpy Hale
Applying this to a few more areas of the map could spice up the gameplay and get players that complain about doing the same thing a little more to do.
I hope i helped getting you ideas. Can't wait for weapons to be changed. I believe getting the weapons changes should be higher priority than the map itself. Who knows they could fix the map by themselfs...
Good luck mapping !!