General UGC feedback (not map-specific)
Bear_82
Posts: 385Moderator
This discussion was created from comments split from: [Map Release] Decerpt.
The right of the people to keep and arm bears shall not be infringed.
Comments
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
Anyways, not everyone looks at things the same way, so we can go on for days and months talking about this. If it were that easy, very map that's in workshop would be a hit. Believe it or not some of the top maps in games are/were luck. You can plan all you want, but it takes luck more than anything else to hit the jackpot with a great map.
At the end of the day it's about preference. When I was younger, most of my thoughts were about competing maps, now it's about shaking the ground and creating fun lasting moments.
But.... As I've told you and many other comp players, my door is always open if you guys have a layout or scratch you guys want me to translate to map. You know where to find me. I don't have a problem getting into the comp mindset for a while, just like I did adding that south area in crossfire.
I just like making things now that people play for fun, since it's what I play. When I competed I made them for competition, and the pub yelled at me for not making them maps. lol.
My Portfolio / Site
Also as Wolverine said, just because a map or style works in CS doesn't mean it will work in AAPG. I honestly don't know if CS style maps would be great in this game, I guess someone can make a few and find out.
I just don't get why AA only has this one style of map. They're all the same as I described.. open with random placed objects.. it's boring.
I agree inner would be a bad map cause it is a bad map.. it's just maybe better than the others we have...
There are many good unolayed maps in CS because it seems every community has their favorite 1-3 maps that are played over and over.. happened in every Gen of AA.. and other games.. goes to show the issue are people not the maps.. cause there are some great maps that would work awesome in AA.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
For basic objects and routes, ANYONE can do it. The difference is whether you know what works. I know how hard it is to get good gameplay out of a map. I'm struggling. I wish I had your talent.
There is no excuse for not putting together basic maps instead of pointing out the shortfall of other maps/designers.
Just do it!
This has been a test of the emergency flame-fest system. Please do not adjust your set.
Answer me this question.....Which game would be easier to balance a map to, aapg or csgo, and Why? Should be easy for you to answer, considering what you always say.
My Portfolio / Site
Keebler that response of "you make a map then" is getting old. So until I make a map I'm not allowed to critique another? Come on now.
You see, that's the thing, most of the community's map makers are considered amateurs yet they never seek anyone's insight as if they're pros... even the devs should do what they did with Intercept more and look for map insight.. let alone the community.
It's not me being a prick, it's me trying to help however when people say things like make your own map it's clear they're too good for help... ex Beer me.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
You do realize its not the critiques you make its the fact with you its always the same tired stuff . This map is awesome fun to play and could be even used in a comp setting . When did the competition scene become more about whats "Easiest" to play on and less about the challenge . Like you told keeblar about " You make a map then " statement getting old . so is your "make a map with three hallways so i can run straight to the enemy and do not need any situational awareness . And lastly , give up on the beer me thing its getting old to , they do more for this community then you ever will , thats why your clan plays there a lot . Well except for you lol
I don't post my maps in this forum for the server operators. I post it here so that players can give me feedback. If I want my map to be played I can just ask Roach to throw it on the Beer Me server and he'll give it a shot.
I dont see it.. and Ive only been asked by one.. and guess what he's got an official map out in todays patch.. not because of me, but he sought out info and won.. Lets not pretend there are many seeking advice cause there arent.
Giving a map to Beer me doesnt help a map builder looking for insight.. the only insight you will get is "its fun" out of anyone on that server.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
Actually thats where you are wrong , mappers put their maps on the beer me server because they get honest feedback from gamers and a lot of it . That is the reason i put mine there .
We don't doubt of anyone capability of building a solid map, but when it comes to map design for competition, there is lack of talent.
Every map thread I make specifically says "please let me know how it is" or something similar. Am I supposed to reach out to every comp player I have on my steam list and ask for feedback in order to get comp player feedback?
Here's a question... How many UMMs have you actually tried to scrimmage on and who's? I'd be curious to know.
The problem we know out of the gate it won't work. Normally it's due too much foliage, extreme wide open spaces, lack of flow. This map specifically may not play well due to too much space and long distance shot. It throws too much into long distance aiming and luck of timing, positioning versus actual team play. We actually saw this with sandstorm port, where team iog would go long ways out in order to flank and it created a cat and mouse game until the last few seconds.
What we would like to try for once, is closed of map, duo-C4 sites with multiple entry paths for each site that are not open, but have choke point entrances. Sort of like Crossfire bomb site. But we have to have defensive positioning as well, crossfire barely has that.
One last edit. and for the love of god minimize eye candy. This is why I like the paper maps and intercept got a little better once we took away the redness. I only like intercept because i use potato graphics and the walls look like smeared mud, otherwise I would hate because I can't see the camo uniform against the wall. Which is the intended effect, but for comp it's god awful, and we have to use all of our awareness to know a player is where you think they are at.
I do not agree with this at all , there is not a lack of talent there is a lack of communication . Plenty of map designers have what it takes to build a comp map with some input but the input is lacking at best , " less shrubs and grass " isnt really input . I myself recently have tried to form a collaboration with some comp players to build the map they want , but i rarely hear from them , If the comp community were smart they would work with map designers and get the maps they feel would be good for comp made . Wolverine ,whiplash and myself are just three people who have offered and nothing ever comes from it , and it is not on our end . So instead we build fun maps the community enjoys and we also enjoy building.
Sandstorm had issues like that because of how far out the bounds of the map were. Try my new version of UrbanStorm and let me know if it's similar. The map is a bit tighter so it may not have much of an issue. I'm also considering dropping the North objective for the BDX version and just making a two obj map.
You may.. but you don't exactly account for the entire umm making community.
actually the process of seeking help from a comp community is how the devs did it.. allow us to play a raw version long before the map is complete.. not after its done.
How many were actually scrimmed.. i don't keep track, Rokis might better know that answer.
anyway..
My original statement was why are all the maps made the same... open with randomly placed objects/buildings.. really has nothing to do with testing or having a comp member help out. Flops seems to think my request for a tactical CS like map is getting old meanwhile I dont see 1 .. not a single map made in this style..
Its funny how players like Flops are against it, meanwhile they havent played a well designed map like that, since they dont exist in this game.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
Tell you what I'll try it tonight I'll take a look at it. Dragoneyez is always on my case about UMM's We will line up some contenders. I also think the official release tonight maps will bomb on a comp level. But I could be wrong. Checkout turned out pretty nicely, overload is horrendous. I guess it's a hit or miss type thing.
I think we need someone that will work with us for the extent of how long it takes to get a map done. what is it...2-3 months a full time? If someone is willing to do that trust me, there are players who want it. Colts, krux, doba, me dragon ek all got time in our hands and Mikey, krux and I alone got enough csgo experience to know what a good flowing map will be like.