Well first play I couldnt find the next node it was not obvious that you had to fly thru a gap in the mountains that was the worse part.
Weapon lockers were lacking.
Fast flyers are fun for low ping players but for me its impossible to hit them or do anything with.
TESTME Map Feedback
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Gotcha. The map could maybe benefit from some "guiding lights" or something like that to make it more obvious where you need to go. Weapon lockers is something we will have to fix on any test map, unfortunately.
Out of curiosity, how do maps like SlatedWorld or AirMars play for you? Do you prefer to sit them out? Or are there features or vehicles on these maps that make them more playable with your ping?
Out of curiosity, how do maps like SlatedWorld or AirMars play for you? Do you prefer to sit them out? Or are there features or vehicles on these maps that make them more playable with your ping?
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TESTME Map Feedback
Slateworld and Air mars I play but the Raptor rockets dont lock on anything usually. The faster flyers I cant hit them with anything except maybe mini gun for minimal damage. I thought maybe if the speed was reduced of say the Wasp it might make it more fair. Ill try and make a video maybe but with my slow UT comp might be hard to make it look smooth.
The fog hack makes Slateworld very uneven for alot of players. My older computers cant handle Open gl. so I have to play with fog on. The players with the fog off have a huge advantage on this map esp. with the sniper tank on this map.
On DW we changed a lot of the maps to "at night" so the sky was black and little fog. For people with fast computers you can turn your gamma up and see across the map. For people with slow computers you can just play it normal. We did this for Minus tank me up and Dreamus as well.We felt like it made it a more "fair" game for the majority of the players.
The fog hack makes Slateworld very uneven for alot of players. My older computers cant handle Open gl. so I have to play with fog on. The players with the fog off have a huge advantage on this map esp. with the sniper tank on this map.
On DW we changed a lot of the maps to "at night" so the sky was black and little fog. For people with fast computers you can turn your gamma up and see across the map. For people with slow computers you can just play it normal. We did this for Minus tank me up and Dreamus as well.We felt like it made it a more "fair" game for the majority of the players.
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TESTME Map Feedback
Downtown map:
I dont remember the rain part of the map. I like it but the FPS seemed lower than I remembered . Not sure if the rain adds to lower FPS or not.
Still one of my favs.
I dont remember the rain part of the map. I like it but the FPS seemed lower than I remembered . Not sure if the rain adds to lower FPS or not.
Still one of my favs.
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TESTME Map Feedback
I need to test them a bit more and can't speak of the rain but it was noisy on one of them. Downtown I'd defo keep as it seems to play well and is great fun, seems to be well received. As for any tweaking I'll try get feedback but I can't personally atm see the need to fix it if it's not broken
I think DogFight is beyond repair as it's just a vertical type map that's scaled up too much imho. No amount of fast vehicles or raptor variants will save this from the bin as it's not that much fun to play no offense to the maker(s)
Meadowland I always liked but it would be much better with the fast scorps in particular and maybe some more aerial options.
Hope that's of some use for now :tup:
I think DogFight is beyond repair as it's just a vertical type map that's scaled up too much imho. No amount of fast vehicles or raptor variants will save this from the bin as it's not that much fun to play no offense to the maker(s)
Meadowland I always liked but it would be much better with the fast scorps in particular and maybe some more aerial options.
Hope that's of some use for now :tup:
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TESTME Map Feedback
Aggregated map stats/feedback for the 2nd test batch:
Player numbers and match times are based on our stats database. Player numbers refer not to the number of players all online at the same time, but rather to the number of unique players who were online at some point during the matches.
I've omitted two or three matches with only 1-2 players, who switched the map within less than 3 minutes.
Screenshots kindly provided by Davy.
ONS-TESTME-DogFightCaves_Ice Matches: 11
Average number of players: 5.45
Average match time: 7m54s
Own thoughts:
This map got some mixed feedback (negative on the forum, a few peeps here or there who liked it). It could be an interesting raptor/airfight map, but would need a bunch of work, especially on the bases and maybe some guiding lights to navigate it more easily. Stats indicate that players initially checked out the map with a larger group, then later on fewer and fewer people wanted to play this map once they knew what it was. Don't think it would be worth it.
ONS-TESTME-Downtown_Beta4c Matches: 11
Average number of players: 8.09
Average match time: 21m0s
Own thoughts:
I like this map and I think our peeps do, too. Only problem is that it might be too small to add more nodes and provide meaningful, strategic gameplay. But we could try to utilize the rooftops or some of the unused rooms. Also should ask around our players if there is a larger version of this map that they still have (Blackie mentioned "Downtown_XL", which is hopefully a larger version).
I imagine that adding a few relics (like the health one) or an EMP mine could provide some additional, interesting dynamic to this map.
I think we should edit this one, but first look for the best edit that is already around, to save ourselves some time. Should definitely check out the blocking volumes above the roofs that Blackie mentioned (which allow you to stand in the air), even when working from a different edit, to make sure there won't be any issues there.
ONS-TESTME-EvilMood Matches: 12
Average number of players: 6.66
Average match time: 10m43s
Own opinion:
This could work with some additional nodes (maybe inside tunnels like Davy suggested), but that wouldn't solve the problem that this map looks bland to a lot of people. Would probably need a re-texture/different terrain and a bunch of trees to look more appealing, in which case we might as well work off another map. I'd focus our time/effort on other maps to edit for the server.
ONS-TESTME-FBU-Stonehaven Matches: 9
Average number of players: 11.55
Average match time: 11m44s
Own thoughts:
I like this map a lot, it just seems a little bit too large, especially around the cores. Vehicles are difficult to find. The node layout definitely needs to be changed. The sewers are a little problematic, because you can't get out. I would either make the water deadly or add ramps so players can get out. I would also focus the vehicles on flyers and hovering vehicles (mantas, hover badger, maybe the firebug tank from Minus) so aid in traversing this map, and add a bunch of jumppads. The primaries behind the cores can possibly be removed.
I think this would be a nice addition to our roster after an edit.
ONS-TESTME-FS-KillingGround Matches: 13
Average number of players: 7
Average match time: 20m23s
Own thoughts:
Good map, but we found a bunch of issues with it during testing, such as fps drops around the waterfall, holes/missing collisions and some areas that you could go to and get stuck (behind the dam). Bases could be reworked and node layout adjusted, but once a few more vehicles are added, this would be a nice addition to our roster. Just seems like a bit of work.
Player numbers and match times are based on our stats database. Player numbers refer not to the number of players all online at the same time, but rather to the number of unique players who were online at some point during the matches.
I've omitted two or three matches with only 1-2 players, who switched the map within less than 3 minutes.
Screenshots kindly provided by Davy.
ONS-TESTME-DogFightCaves_Ice Matches: 11
Average number of players: 5.45
Average match time: 7m54s
This map got some mixed feedback (negative on the forum, a few peeps here or there who liked it). It could be an interesting raptor/airfight map, but would need a bunch of work, especially on the bases and maybe some guiding lights to navigate it more easily. Stats indicate that players initially checked out the map with a larger group, then later on fewer and fewer people wanted to play this map once they knew what it was. Don't think it would be worth it.
ONS-TESTME-Downtown_Beta4c Matches: 11
Average number of players: 8.09
Average match time: 21m0s
I like this map and I think our peeps do, too. Only problem is that it might be too small to add more nodes and provide meaningful, strategic gameplay. But we could try to utilize the rooftops or some of the unused rooms. Also should ask around our players if there is a larger version of this map that they still have (Blackie mentioned "Downtown_XL", which is hopefully a larger version).
I imagine that adding a few relics (like the health one) or an EMP mine could provide some additional, interesting dynamic to this map.
I think we should edit this one, but first look for the best edit that is already around, to save ourselves some time. Should definitely check out the blocking volumes above the roofs that Blackie mentioned (which allow you to stand in the air), even when working from a different edit, to make sure there won't be any issues there.
ONS-TESTME-EvilMood Matches: 12
Average number of players: 6.66
Average match time: 10m43s
This could work with some additional nodes (maybe inside tunnels like Davy suggested), but that wouldn't solve the problem that this map looks bland to a lot of people. Would probably need a re-texture/different terrain and a bunch of trees to look more appealing, in which case we might as well work off another map. I'd focus our time/effort on other maps to edit for the server.
ONS-TESTME-FBU-Stonehaven Matches: 9
Average number of players: 11.55
Average match time: 11m44s
I like this map a lot, it just seems a little bit too large, especially around the cores. Vehicles are difficult to find. The node layout definitely needs to be changed. The sewers are a little problematic, because you can't get out. I would either make the water deadly or add ramps so players can get out. I would also focus the vehicles on flyers and hovering vehicles (mantas, hover badger, maybe the firebug tank from Minus) so aid in traversing this map, and add a bunch of jumppads. The primaries behind the cores can possibly be removed.
I think this would be a nice addition to our roster after an edit.
ONS-TESTME-FS-KillingGround Matches: 13
Average number of players: 7
Average match time: 20m23s
Good map, but we found a bunch of issues with it during testing, such as fps drops around the waterfall, holes/missing collisions and some areas that you could go to and get stuck (behind the dam). Bases could be reworked and node layout adjusted, but once a few more vehicles are added, this would be a nice addition to our roster. Just seems like a bit of work.
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TESTME Map Feedback
Third batch of test maps is on the server now:
ONS-TESTME-Flurry
ONS-TESTME-GizaOasis
ONS-TESTME-Glan
ONS-TESTME-Glanum
ONS-TESTME-GreenPlant
Please leave your thoughts here, on discord, or in the in-game chat!
ONS-TESTME-Flurry
ONS-TESTME-GizaOasis
ONS-TESTME-Glan
ONS-TESTME-Glanum
ONS-TESTME-GreenPlant
Please leave your thoughts here, on discord, or in the in-game chat!
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TESTME Map Feedback
Suggestion for Glanum by Hydy and M:
- steal the underground rail system from Grit and add it to Glanum like a monorail system
- alternatively the mine carts from Syrma (if I recall that right)
- steal the underground rail system from Grit and add it to Glanum like a monorail system
- alternatively the mine carts from Syrma (if I recall that right)
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TESTME Map Feedback
Aggregated map stats/feedback for 3rd test batch:
Player numbers and match times are based on our stats database. Player numbers refer not to the number of players all online at the same time, but rather to the number of unique players who were online at some point during the matches.
I've omitted two or three matches with only 1-2 players, who switched the map within less than 3 minutes.
Screenshots kindly provided by Dave.
ONS-TESTME-Flurry Matches: 8
Average number of players: 6.4
Average match time: 14m37s
ONS-TESTME-GizaOasis Matches: 9
Average number of players: 9.8
Average match time: 15m9s
ONS-TESTME-Glan Matches: 9
Average number of players: 5.4
Average match time: 17m36s
ONS-TESTME-Glanum Matches: 10
Average number of players: 4.8
Average match time: 11m32s
ONS-TESTME-GreenPlant Matches: 7
Average number of players: 8.1
Average match time: 13m20s
Player numbers and match times are based on our stats database. Player numbers refer not to the number of players all online at the same time, but rather to the number of unique players who were online at some point during the matches.
I've omitted two or three matches with only 1-2 players, who switched the map within less than 3 minutes.
Screenshots kindly provided by Dave.
ONS-TESTME-Flurry Matches: 8
Average number of players: 6.4
Average match time: 14m37s
ONS-TESTME-GizaOasis Matches: 9
Average number of players: 9.8
Average match time: 15m9s
ONS-TESTME-Glan Matches: 9
Average number of players: 5.4
Average match time: 17m36s
ONS-TESTME-Glanum Matches: 10
Average number of players: 4.8
Average match time: 11m32s
ONS-TESTME-GreenPlant Matches: 7
Average number of players: 8.1
Average match time: 13m20s
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TESTME Map Feedback
I'm getting ready to swap to a new batch this weekend:
ONS-TESTME-Highland
ONS-TESTME-Icybo2
ONS-TESTME-IronFist5N(we hosted this one before and had to remove it because of technical issues if I recall it right, might be worth another shot with this earlier edit of the map) Edit: Mixed up IronFist with IronSpine
ONS-TESTME-Julia
ONS-TESTME-Lucid
Please leave your thoughts here, on discord, or in the in-game chat!
ONS-TESTME-Highland
ONS-TESTME-Icybo2
ONS-TESTME-IronFist5N
ONS-TESTME-Julia
ONS-TESTME-Lucid
Please leave your thoughts here, on discord, or in the in-game chat!