Re: Possible CEONSS maps
Posted: Thu 3. Oct 2013, 18:31
Hi all,
first off, thanks for proposing maps
. Of course, public content discussions and feedback are welcome. If I count correctly though, we're now having a set of 22 maps on the plate. I think that's quite enough as a start
Any further map wouldn't serve clarity especially since it's all within one thread. Thus, please, let us deal with those 22 maps first before adding another one to this thread, thanks. Also, when not presented in dedicated but collective threads, going through one by one in a chronological order would be easier, I guess.
So let's begin with the very first one, ONS-{UEM}ColdTorlan:
Even though its name suggests similarity to Torlan, this map has been changed to an extent that we're basically not talking about replacing our currently online Torlan-32P, but about adding it, right? Ok then, here's my quick review:
Size & design suited for:
- low player counts (1-11): hardly enjoyable
+ average player counts (12-22): well suited
+ high player counts (23-32): playable
Geometry:
+ looks quite symmetric
o average z-axis usage (only steep hills and some towers)
Nodes, link setup:
+ simple, clear and logical layout
+ cutoff possibility
+ no choke nodes
- only few hops from core to core
Playstyle plurality:
o on foot duelling (maybe some node fights but that's all)
+ sniping
+ turret defence
o super weapon usage (only 1 deemer per base or did I miss anything?)
+ flyers
+ wheeled vehicles
+ tanks
Weapon & vehicle balance:
- poorly equipped lockers at base
- enormous vehicle amount at base, not so well equipped other nodes
- many flyers but no avrils at all
- redeemer at base (one should work for super weapons and get them as a reward, not as a cheap gift)
- tanks at side nodes but none at base (gives an advantage to the already stronger team)
- core defence overpowered (8 turrets wtf?)
- very few pick-ups scattered over the map
Aesthetic aspects:
+ bases nicely worked out
- rest of the map looks rather dusty, monotone, dull and depressing
My conclusion: Some potential, indeed, but I wouldn't support it as it is, mainly due to weapon & vehicle (im)balance but also for its not so refreshing look
-------------
'+' = pro
'o' = undecided
'-' = con
first off, thanks for proposing maps


So let's begin with the very first one, ONS-{UEM}ColdTorlan:
Even though its name suggests similarity to Torlan, this map has been changed to an extent that we're basically not talking about replacing our currently online Torlan-32P, but about adding it, right? Ok then, here's my quick review:
Size & design suited for:
- low player counts (1-11): hardly enjoyable
+ average player counts (12-22): well suited
+ high player counts (23-32): playable
Geometry:
+ looks quite symmetric
o average z-axis usage (only steep hills and some towers)
Nodes, link setup:
+ simple, clear and logical layout
+ cutoff possibility
+ no choke nodes
- only few hops from core to core
Playstyle plurality:
o on foot duelling (maybe some node fights but that's all)
+ sniping
+ turret defence
o super weapon usage (only 1 deemer per base or did I miss anything?)
+ flyers
+ wheeled vehicles
+ tanks
Weapon & vehicle balance:
- poorly equipped lockers at base
- enormous vehicle amount at base, not so well equipped other nodes
- many flyers but no avrils at all
- redeemer at base (one should work for super weapons and get them as a reward, not as a cheap gift)
- tanks at side nodes but none at base (gives an advantage to the already stronger team)
- core defence overpowered (8 turrets wtf?)
- very few pick-ups scattered over the map
Aesthetic aspects:
+ bases nicely worked out
- rest of the map looks rather dusty, monotone, dull and depressing
My conclusion: Some potential, indeed, but I wouldn't support it as it is, mainly due to weapon & vehicle (im)balance but also for its not so refreshing look

-------------
'+' = pro
'o' = undecided
'-' = con