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Re: Core Level Discussion - E19

PostPosted: Mon Jan 28, 2019 6:14 pm
by Swarthy
The list looks good! Thank you all for indulging myself and the other map makers with feedback and continuous play. I see a trend to hang on to a bit of the classic ground pounder styles while exploring the verticle direction and compacting the maps for faster gameplay. There are still certain map elements that players react well with like a dogfight area, hall missile dodging and timing, choke points, weapon kind/numbers, texturing/lighting, flow, grates/doors/ramps, and many subtle nuances that flavor a map. The combinations of these elements can seem endless but it is hard to please everyone's tastes without some kind of survey of what makes people comfy enough in a map to make it their home. Also with the addition of the observatory, it seems people appreciate faster play to get more matches in or to get to the outcomes quicker. The benefit being long term camping seems to be happening less and less due to the ability to track an opponent better and determine his position. All in all, the style of play seems to be shifting a bit for 1v1. I keep hearing, "make them smaller with less missiles" or "lower the vulcan rounds and give me multiple exits from an encounter". Hopefully this constructive input continues and we can benefit from a core change more often.

Re: Core Level Discussion - E19

PostPosted: Tue Feb 05, 2019 2:12 am
by Ashes
I only know four, maybe five of those levels. I have some catching up to do.