- Jul 30, 2021
- 952
- 667
PL Furz, by @Sprinkles The Opossum
Judge | Gameplay | Uniqueness | Aesthetics |
---|---|---|---|
@Katsu! :3 | This map does not feel like it was made in the slightest for medieval and it really suffers the consequences of that imo. I will say, on my most recent playthrough, I probably had the most fun I've ever had on the map as a caberknight demo, but I also never play that class so maybe it could literally just be new experience bias.
| No Comment | What detailing?
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@half | Combat spaces on this map by and large are okay; I think the opening area up to the A point is decently interesting, but the rest of the map falls a bit flat. The primary issue is that the flow here does not work. Routing ends up leading people to random places on the map -- as an attacker, I can walk through a doorway before the A point and find myself in front of the spawndoor where RED is still coming from, and then take a quick left to find myself at the final point, for some reason. If there's no one there, you can either go back the way you came, or wrap around the entire rest of the map to meet up with your team. This routing leads to super awkward and weird engagements where you can't really be sure of where the enemy is going to be coming from, which is further emphasized by being able to be dropped down upon when you're on the curved part of the track. BLU's forward spawn is abysmal -- it's a single door that is placed AFTER the checkpoint that activates it, so you have attackers basically immediately spawning in front of the cart when B is capped. If RED is smart, they can play behind the spawn on the curved bend and abuse projectiles from both sides and basically keep BLU locked in spawn until BLU is able to clear them out. If RED is bad, BLU gets a HUGE advantage having a spawnroom that close to the last point (as well as having the cart, for free heals). Since there's no rollback zones to speak of, if BLU gets the cart under the bridge near last, they've basically won, since it's pretty much impossible to prevent a cap then. The doorframe props used all over the map stick out a slight bit and as a result can feel bad to get stuck on. Caber skeletons are irrelevant if anyone is playing a projectile class -- they die before getting to do anything, which is probably a good thing, since they'd likely be pretty annoying otherwise. I don't think they really contribute anything regardless. There's not really any medieval-specific design on display here either, arguably aside from the layout itself -- I found one trimp ramp of questionable use, and no sconces for snipers to light arrows on. I did not have any framerate issues on this map.
| Gamemode: It's payload. Gameplay: I can genuinely say I have never played a map designed in this way before. Aesthetic: It's dev textures with a few props. The tank cart and big door props are at least a bit unique.
| It's dev textures. There's not much to say -- I'm not really sure what the theme here is supposed to be -- maybe Halloween-ish, judging by the props and caber skeletons? I don't really get the use of a tank cart model in a medieval map. As-is, it's so abstract it's hard to really establish how "fitting" or "cohesive" it is. No optimization issues.
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@Fiddleford | This map feels too long for me. I wish the payload's track was shortened in half. As a result I find a lot of the map unenjoyable due to how long it is. The skeletons that spawn after capping the 1st point felt out of place and unfun. Why do they kill you in one hit? Overall the map doesn't feel like it was made for medieval imo.
| It's Payload. But there aren't that many medieval Payload maps.
| Not much to say about it. Literally the whole map is dev textured.
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@Gruppy | No Comment | No Comment | No Comment |
@robopan | No Comment | No Comment | No Comment |
Furz's final score is... 4.77/10!