Sorry for the late impressions guys, I was swamped with work. Once again, I played in split-screen, so any impressions about framerate should only be taken in regards to split-screen. Forge-GAF was far too fun this time around. Im looking forward to this Saturday and hopefully I can get some final changes for Proctin in and have it finished for the contest. Im going to try and get it to work with as many gametypes as possible, put in some finishing touches and then get to work on my next map.
Anyways, impressions:
- Trapped by Raide: Multi Flag CTF
Lots of improvements on this map since the last time we played on it. Despite being dominated the entire game by a Warthog, it was a lot of fun, lots of AL failures too by me. Walking in the middle of the map didnt feel so barren anymore but I noticed the majority of the fighting took place on the right side of the map (the part that leads to the rest of hemmorage). Im not sure if that was just the flow of this game or a due to a product of map design. I didnt notice any major problems however the only thing that stuck out to me during the game were a couple of the spawns, especially ones inside the little compartments around the bases. The spawns were fine but as soon as I spawn I walk straight and the way they were oriented, you kind of have to change direction or slightly hit the entrance. Nothing major but a once-over on the spawn orientation would smooth that out.
- HARD ROCK HENGE by MDK Othello: Slayer Pro
Amazing map, nice and small but great for 4v4 and still felt as if there was plenty of room to maneuver. Theres not much too say as I was pretty set on getting kills, the map was easy to learn, the middle section is nice touch and I had a lot of fun getting assassinated multiple times, everywhere. The only thing I noticed was that there are different turrets in the two bases. One plasma, one machine gun. For the sake of symmetry, it would be better to just have both as the same. However, having rarely used the plasma turret, Im not too sure if theres actually a difference between the two but if there is, being completely symmetrical would be for the best.
- Great Bear Lodge by BEARCANO: One Flag CTF
A great map and while I would write more, SpacLock already covered everything I wanted to say. However, I noticed a small problem while playing in split-screen. When I spawned in the defenders area, if I stood in the area with the flag, the frame rate would drop down to about 22-24. This didnt happen anywhere else, just in that area and just if I was looking in the general direction of the attackers. I guess there might be too many objects in close proximity in that area.
- Glory 2 by Fine Wine Vine: Glory Multi CTF
I really, really liked this map. The thing that immediately stood out to me was that unlike most other maps Ive played (Im looking at you Atom), the underside of this map was actually utilized and was useful. There were so many ways to attack the flag and then escape that I had a lot of fun just making quick grab and dash. Having fusion cores around the teleporter exit also resulted in some awesome explosions. The only thing I noticed with this map was some of the spawns. You sometimes spawn facing the other base but have to turn left or right because in front of you is a glass wall. I suggest just changing the spawn orientation left or right to avoid making players bump into the wall.
- Long Walk, Short Bridge by LoopOfHenle: Slayer
Woah, this map was great. As I was playing it, it reminded me a lot of Narrows which I loved. The jump in the middle is great and a lot of the areas have just the right amount of cover for firefights but also expansive enough for movement. There was one problem I noticed though and Im not sure if it was intentional or not. In the middle of the bases, top floor, there are sections that are raised and some that are not. If you get stuck in between the raised sections, you have to jump out. I know that thats not very clear but if you look at the video of the map in action and just look at me running around getting destroyed, youll see what Im talking about.
- 'contestmap2' by MDK Othello: Slayer Pro
No radar made this map very confusing. I didnt even realize there was a floor above the one I was standing on until someone threw a grenade at me from up there. It seemed a little big for 4 vs 4, atleast without the radar. The symmetry also got confusing on the outer edge of the map where the shotgun is. Sometimes it was the shotgun, other times it was a pistol. Maybe that was a discarded pistol though, Im not sure. I think this map just needs a bit of cutting back on its size. Removing some of the least used areas so that its more focused instead of being as spread out as it currently is.
- Havok by Raide : Slayer & Château by BEARCANO: Multi Flag CTF
I didnt get to play much for these two because I was in a call but what little I did seem to play out nicely. Sorry for not having more detailed impressions.
Alright, back to finishing up Proctin for me.