I'm going to try something new here. Please post feedback related to the map Downtown here! Discuss what you think of the special stage mechanics, the flow, or anything else concerning this map. Some topics you might discuss: Oil and Fire pots, spike traps, etc.!
MAP FEEDBACK: Downtown
Spikes you say...
I'm gonna LOVE Vortex in here.
This is my favorite map. I love the point dead center and all the traps that people have to wait on and weave through. It's very recon friendly. :D And very not so striker friendly.
Also, i love how it's just a completely different enviroment from all the others. Most definitely my favorite map out of all of them.
I love the idea of the traps dictating which way we have to travel, and forcing us to split which can be used to our advantage. I also love the theme of the dark city with a bit of snow.
My only complaint is the spike paths at the top centre forces you to wait while the other spikes go down. I personally don't see the point in this, it just makes you vulnerable. Again, the spikes forcing us to go different ways are great, just don't make us wait pointlessly; the space isn't even big enough to battle in.
I didn't like this one as much as the others, as the design is a little confusing at times and it lags a bit. A nice map, but my least favorite next to Lagbite.
Yes this map is very different from the ones we have on spiral knights now.
I like how we have to wait for the spikes. There's no need to excessively dash from place to place.
The capture point in the middle is especially dangerous since everyone crowds around it. Though it then becomes better for the less confident players as they can sneak around in the background and slowly cap the other points.
The oil pots are hard to use because there isn't normally anything for them to hit. I like the idea but a bit harder to use.
I like this map, but I feel like it could use a bit more colorful. I feel like I'm zooming about on a lunar surface.
Like Jenny said, oil pots are hard to use. The only time I see where this can be deadly is with a firotech alchemer line charge. Although it would be hilarious to see 5 people die at once from getting on fire from the oil. Other than that, I think this map is awesome =)
Cool - the spikes are a mechanic I was hoping to iron out in this map, and I'm glad that everyone has had a chance to feel out which ones are working and which ones aren't. I do like the "arena" feel of the center CP, so those spikes will definitely stay. In review right now are the spikes closest to each team's home base, and the spikes at the top center.
More feedback from everyone would be great!
Yeh the arena feel scares me but I like it. I'm the cautious type and i'm not very good at LD so the other points I like.
I think the spikes around the team home bases should go but leave the ones that surround the middle part at the bottom. People will fight it out in that annoying little space.
and I like the spikes at the top. like i said, causes people to be more patient and prevents unsuspecting attacks from strikers underneath you vision.
The spikes are an awesome idea BUT, way too many of them! I found myself standing in one spot over and over again waiting for the spikes to move. Maybe get rid of a few?
The oil pots weren't as effective as I thought they would be, they're too situational. I'm going to remove them and add some heal pads and more fire pots instead.
Don't add too many healing pads. Maybe just 1 on each side of the map that are sort of close to the home bases but near the middle. ooo that surround the arena cap point? :D That'll be interesting
I love this map the most, since the edits its very fun, and the spikes make it quite interesting to play.
this would probably be about my second favourite map (but..its still brilliant ;D)
-i like the layout of it,
-i like the slow-mo spikes..a very good addition to it (theres not to many, and not to few of them)
-the only one thing i have found, is that it tends to draw people towards the spawn area or past the spawn area of the other team (when skipping up and down the map between points)
and then..the spawn spamming begins ;S
....but its not a major thing ;) .....this happens on any games vs players...were spawn-areas are ;D
it has enough ways out from the spawn-point to manage to stop spawn camping anyway.
-same as jenny says.. please dont put too many extra health pads in (its about right for me..as it is)
-graphically i like it, could we have a few devilites sat on the low walls watching things or something ? :)
..all in all tho... yup..its another great level,
thanks again to the creators for another nice level :)
I was worried about the healing pads at first but I think they're well implemented after trying them.
The healing rate is just enough that it's tough to determine if you should stay there for a little boost or go back for a faster heal at spawn. (And that's perfect.)
This map feels very much like go - stop - go - stop - go - stop as a striker - a little bit like a traffic jam. Maybe that was the intent?
In any case, it's a fun map and the little corridors for gunners south of the middle point are a cool touch.
I really like the spike traps. Most people don't realize the dangers of stun. At the beginning, you see a lot of people rushing through the spikes.
People will learn to respect stun that way.