Hey guys, this map was just added with the 12/12 build, so I wanted to see what everyone thinks of it so far. We've only playtested it a few times at this point, so I'm still trying to refine it and would appreciate some feedback on the layout, item placement, etc.
The level features a trap in the form of a large cannon with the UDamage sitting on its barrel (see second screenshot). If a player is standing on it when it's activated, they'll be launched far out of the map.
Currently you trigger the trap just by shooting any part of the cannon, and then there's a cooldown of a few seconds before it can fire again. I'm not sure yet if this is the best way to trigger it (initially you had to shoot a small button, but players were hardly ever successful), so I'm curious to hear how this works out once people have played a few times. Ideally there'd be balance where you can get the occasional kill with the trap without it being too effortless.
There's also a small flooded area at the lowest level of the map, which I'm interested in hearing opinions on too. It's possible to move reasonably quickly underwater now if you hit it at high speed, and you can jump off the bottom to get back to the surface faster too, so it might not necessarily be a deathtrap when you're moving deliberately.
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Updated 12/19/14:
I've made these changes in the latest version:
- Added proper bot support
- Layout tweaks around the shield belt/minigun area. You can more easily view the shield belt and its timer from the ground below, and there's no longer two health packs next to it. Upper level of the minigun room can now be accessed via jump pad from the big tower
- Shifted pickups and weapons around to try to balance out the map more. Replaced thigh pads with body armor, removed the helmet, and moved the jump boots to the front of the big tower. The Shock Rifle is now on top of the bridge on the opposite side of the map
- The cannon can now only be triggered by shooting the green glowing areas, and has a shorter cooldown before it can fire again. You should no longer be able to survive being launched unless you use jump boots in mid-air
Updated screenshots:






The level features a trap in the form of a large cannon with the UDamage sitting on its barrel (see second screenshot). If a player is standing on it when it's activated, they'll be launched far out of the map.
Currently you trigger the trap just by shooting any part of the cannon, and then there's a cooldown of a few seconds before it can fire again. I'm not sure yet if this is the best way to trigger it (initially you had to shoot a small button, but players were hardly ever successful), so I'm curious to hear how this works out once people have played a few times. Ideally there'd be balance where you can get the occasional kill with the trap without it being too effortless.
There's also a small flooded area at the lowest level of the map, which I'm interested in hearing opinions on too. It's possible to move reasonably quickly underwater now if you hit it at high speed, and you can jump off the bottom to get back to the surface faster too, so it might not necessarily be a deathtrap when you're moving deliberately.
---
Updated 12/19/14:
I've made these changes in the latest version:
- Added proper bot support
- Layout tweaks around the shield belt/minigun area. You can more easily view the shield belt and its timer from the ground below, and there's no longer two health packs next to it. Upper level of the minigun room can now be accessed via jump pad from the big tower
- Shifted pickups and weapons around to try to balance out the map more. Replaced thigh pads with body armor, removed the helmet, and moved the jump boots to the front of the big tower. The Shock Rifle is now on top of the bridge on the opposite side of the map
- The cannon can now only be triggered by shooting the green glowing areas, and has a shorter cooldown before it can fire again. You should no longer be able to survive being launched unless you use jump boots in mid-air
Updated screenshots:
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