Hi there! I am the creator of the first 5 maps for Super Brawl, and I am looking for feedback.
The maps were constructed pretty much blindly with only an amateur understanding of the PvP meta. This should explain why the current SB meta is "Oops, all handguns!"
Having played a little and spectated a lot, I've made some notes:
- The gamemode needs vitapods. To be fair to ourselves, we wanted to make the game give everyone a reasonable vitapod at each round start, but a nasty bug made this impossible at the last minute.
- ...however, it appears that pickups are not lost upon death, so I figure the issue is easy to fix - I'll just need to add some accessible vitapod spawners
- Vials are too unwieldy to use most of the time. They are useful and can turn the tables, but they are slow to unleash and hard to aim. I'd like to add some additional pads which will give out Boosters instead (speed boosters, defence boosters, but probably NOT attack boosters - there's enough firepower already)
- Heal pads have turned out to be useless -- capsules are much better and can be carried even after death. I could make heal pads more effective, but the capsules don't seem overpowered, so I might just axe them. The rule of SB is "move always", and heal pads force you to break that rule.
If you can add something more to these notes - feel free to!
I also need feedback on the maps.
Each map has its own identity and experimental mechanics:
- Archipelago has all pickups at the center
- Crescent has sleep vials and tricky capsule spawners
- Old Town has player spawns and spawners scattered
- Courtyard is spacious and very open, also has a secret room (which, I fear, turned out to be fairly useless)
- Firestone Circle has lots of breakable blocks, but no pickups
If you liked certain maps or passionately hated them, do let me know! Hell, make a tierlist of them! I'll really appreciate it.
Thanks for the help in advance. Good brawling to you!
While the maps could incentivize the use of melee weapons a bit more through more cover and sleep/freeze/shock/stun vials to allow for high-damaging hits, I do not believe the overall structure of maps has that much of an influence with how powerful guns are, the fact they are so spammable and deal a significant amount of damage is the main culprit here, and I believe can only be fixed by modifying or limiting the weapons themselves, which is probably not easy to do considering how hard games are to balance in general and how much of a mess this game's balance and (possibly) code already is.
Additionally, I'd like to add that vials work surprisingly well as surprise attacks from bellow due to camera angles, and as a way to disrupt an already on-going fight to occasionally steal kills. It admittedly is a bit annoying when it happens, but it is so infrequent due to how hard to land they are that it is bearable.