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Freedm map that still need a rework/revision/edit. #722

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Xindage opened this issue Mar 19, 2021 · 0 comments
Open

Freedm map that still need a rework/revision/edit. #722

Xindage opened this issue Mar 19, 2021 · 0 comments

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@Xindage
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Xindage commented Mar 19, 2021

Regarding post that I did in #14 this one is a continuation of that post.
How do I know that a map is bad? It's simple I play them online almost every week with other players around, and somehow they don't play well so regarding it here's the situation of each map in freedm right now, this is considering the PR #720 since i play this build online.

DM01: Plays good, While this map is still kinda big, it plays okay, I've don't hit anything bad while playing there, while i still think that the east of the map still need a touch up.
Plans: Resize the outside to be a slight smaller, edit the east hallway. DONE

DM02: It's regular. Even after reworking this map has just one big issue, appearance and it's much tight, i really noticed this after playing with 6 player, this map is much tight even for a 4 players.
Plans: makes the Hallway to the river side a slight bigger and improve the theme somehow.

DM03: Plays bad. This map can be repaired anymore, the actual layout is not fun on play, and that random teleport just make it worse.
Plans: Remove/Rework

DM04: Plays acceptable. This map is ok, but can be better if i can decrease the size of the map.
Plans: Resize.

DM05: Plays Good. One of the best maps in the pack, plays good and have a nice theme, there's not a thing to edit here.

DM06: Plays acceptable. This map still need something, maybe the size? I really dunno, while it plays well I fell that can be better.
Plans: None yet.

DM07: Plays relative bad. This map seems a hide n seek right now, this map need a bigger work, to become good again, yet I do not have any plan for it.
Plans: Remove excess of crates.

DM08: Plays relative bad. While playing this map don't give us much free movement, we keep bumping into something, now i can tell what this map is really missing, and it's a fluid paths.
Plans: Make the map fluid.

DM09: Plays Good with more than 4 players. Basically it's a big map, so it wont play well with not much players.

DM10: Plays Bad. This map has some serious flaws when I made it and it's still present, can be saved but i would like to replace it. (dead ends, too much obstacles, bumping in walls)
Plans: Replace

DM11: Plays Good. Right now I'm satisfied with status of that map, everything is placed well and balanced, play nice for both modes.

DM12: Plays Good. This map after the rework became perfect too, no complain about this map.

DM13: Plays relative bad. I've noticed that players are not having fun there, I need to do something about this map but I'm not sure too, maybe replace.
Plans: Remove/Rework

DM14: Plays Good. I've finally made this map good after reworking it 9 times, all that it needed was to be fluid, now there's nothing to stop player's momentum, except going to the upper room.

DM15: Plays Bad. Too tight and certain room just trap the player there, I don't think i can do something to save this one.
Plans: Remove

DM16: Plays Good. This map become a classic ssg arena with occasional rockets, it's simple and partly symmetric, players liked this map.

DM17: Need testing. Recently changed in my branch This map still need a test to see if it's good or bad.

DM18: Plays Good. Another good and fun map of the list, this map is like a mini village, with some building around an arena, player can hide and attack without getting away from the main fight.

DM19: Plays relative bad. Right now this map is acceptable, the reason about this map is just to replace the big island map that was horrible to play in. (sorry cato :( )
Plans: Remove/Rework

DM20: Plays relative good. This map was something that I was needing to do as practice, not limited to the grid and without so much straight walls going completely outside of my comfort zone, the result was acceptable and good.

DM21: Plays Good. While this map is have an awesome visual and gameplay on the main room, the corridor where the skag is was not designed well, I'll do something about it later.
Plans: Revise the lower route.

DM22: Plays Bad. This map suffer from having a confuse layout and being much big.
Plans: Remove/Rework.

DM23: Plays Good. Good map this one, require more players to be fun, it's a big map. Right now there's a thing that need an editing, and it's the skag upper path.
Plans: Revise the skag upper path.

DM24: Plays Good. This map is also big but fair for deathmatch, there's nothing that i need an edit here right now.

DM25/26: Plays Bad. Both these maps suffer from the same issue, just being bad to play in it.
Plans: Remove

DM27: Plays relative good. It's not a great map but perfect acceptable for deathmatch, it's very big and wide. But i still need to work on this map to make something out of the unused right side of the map.
Plans: Edit east side of the map.

DM28: Plays Bad. This map is one of the oldest of the freedm and still suffer from the bad design of that time, players spawn very high on map and must fall his way into the arena, and it has some strange behaviors on vanilla because infinite tall players.
Plans: Remove

DM29: Plays relative Bad. This map was a bad idea, it's pĺayable and you can have fun, but the main idea of the map was bad developed and I want to scrap it.
Plans: Remove

DM30: Plays Bad. Another bad idea that I did, but I think this one still has potential if I can simplify it back to an old version and them start again from it.
Plans: Revert/Rework

DM31: Plays relative good. Right now the only thing bad that I've noticed in this map is the spawn points, something that I can fix some day, also i think this map can be improved somehow.
Plans: Revise respawn points.

DM32: No!
Plans: Remove

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