Native Completed NA Map Testing Tournament

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Arys 说:
ogm wat was score u noob

uhhh KoA 13-6 TSB or 13-5 idk

GGs indeed

Back to back felt awesome, I will agree that the alleys feel a little bit wide for a closed map. The length of them are fine IMO, but overall i'd scrim on Back to Back any day.

Desolation valley was fun, but a few issues,
- there was no need to ever leave the general spawn area as both spawns until the flag spawned.
- like john said, village spawn is extremely easy to rush. archers pretty much have to sit in village. it is too risky to rush forward towards the ruins and going right i feel has too little cover.

that being said engagements overall were extremely fun and fighting around the neutral flag was great.
I think if the castle ruins was reworked to make it a more viable place of fighting for, this map would be much better. Perhaps adding more cover too it, mixing the flag spawns up from having one in each spawn would make it a better map overall.
 
Back to Back was fun, although I think the tunnel between the two spawns might make it a little too easy for instant access. I'd disagree about alley width, I thought that was fine. I mean, just look at Verloren. Plenty of wide open spaces. Just because it's a closed map doesn't mean infantry should be able to walk everywhere without having to worry about anything.

I really liked Desolation. Both spawns seemed fine to me, never had any issues. Overall, I'd love to see both maps in next season.
 
John7 说:
Dunno what the name of the open map was, but the spawn without the village felt a lot more capable of being cav rushed in the first 10 seconds

Amaranth the Druid 说:
Desolation valley was fun, but a few issues,
- there was no need to ever leave the general spawn area as both spawns until the flag spawned.
- like john said, village spawn is extremely easy to rush. archers pretty much have to sit in village. it is too risky to rush forward towards the ruins and going right i feel has too little cover.

that being said engagements overall were extremely fun and fighting around the neutral flag was great.

Thanks for the feedback, having played the map on IG for some time now that roughly matches my own feelings on it. I'm going to look at adding a bit more soft cover around the upper spawn and also create more soft cover in the centre to allow teams to better move out that way. It's a difficult thing finding a good balance for cover on open maps :wink:.
 
Wappaw 16-4 TK

Ismirala needs to have either fewer fences or fewer roofs accessible.

Stronghold seems like a pretty good map.
 
Ismirala was really fun but vaigers seemed op.
Stronghold seemed solid and provided some variety to other closed maps.
GGs tk
 
The module has been updated with fixes to New Nord Town and Forest Road and the addition of Crescent Island, which will replace Heisenburg in the tournament (will post screens in CoMP thread later today).
Link: https://www.dropbox.com/s/bccnpvl9xtktytc/CoMP.zip

If you'd already played your match this week and want to leave feedback, take a look at the fixes before doing so, as they may change your opinion or bring up new questions.
 
12-10 Wappaw over KoA

I think Goldrush has some pretty interesting spawn points -- You don't see many mixed/ open maps with spawns that are so close together. I'm not sure if that's a good thing or not. Bottom spawn seems to have an advantage being able to get on the main hill area first.

Swadian Town isn't a map I'd pick to play. It's too campy, with too many places that cav or inf can't get to easily (houses, platforms). I do like the changes made since the last Map Testing Tourney.


 
For Goldrush, I think that the spawn nearest to the bridge had a major advantage. That spawn is positioned so it is really easy to set up a quick crossfire from 3 directions, and since the other spawn has almost no cover, that team gets picked apart.

Swadian town didn't feel different really
 
The Pizza 说:
...

I think Goldrush has some pretty interesting spawn points -- You don't see many mixed/ open maps with spawns that are so close together. I'm not sure if that's a good thing or not. Bottom spawn seems to have an advantage being able to get on the main hill area first.

...

The_Troubadour 说:
For Goldrush, I think that the spawn nearest to the bridge had a major advantage. That spawn is positioned so it is really easy to set up a quick crossfire from 3 directions, and since the other spawn has almost no cover, that team gets picked apart.

...

Just to clarify are you both saying that the spawn that starts near the base of the hill is the stronger, or are you disagreeing (Because there are actually 3 bridges on the map! :wink:). Thanks for the feedback though!
 
sorry TSB hasnt had finished their scrim yet.
Been super busy with work and school.
Ill try and get both last weeks and this weeks done before friday.
 
tmw 13-7 wk, gg
not a big fan of the random invisible walls on gold rush. top spawn also seemed advantaged in our match
 
This is what I felt like on Gold Rush

Stella's_Mr._Mime_Barrier.jpg
 
Could you explain or show me where the barriers are? Pretty sure most of the edge of the map is well marked, there are a couple of places on slopes which do have barriers without a physical barrier as well, but there shouldn't be anywhere which has nothing to mark the barrier location. It's rather difficult to make solid barriers all the way round an open map without it becoming extremely repetitive and dull to look at.
 
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