Posts: 249 
	Threads: 22 
	Joined: Apr 2011
	
	 
 
 
	
	
	
		
	Posts: 1,136 
	Threads: 22 
	Joined: Jun 2010
	
	 
 
	
		
		
		18 Jan 15, 05:20AM 
(This post was last modified: 18 Jan 15, 05:23AM by Undead.)
		
	 
	
		dope map, better than 99% of the others out there. 
 
however, criticism: 
- having 8 hp spawns is excessive. 6 should be the maximum honestly. 
- lighting kills my eyes in some places, but the places where you use the rose tint are amazing 
- armour spawns on the flanks need to be a few cubes closer to the center of the path, or else the gameplay is slowed down too much. 
- needs to be more opportunities on the map to use double jump mechanics, which has the added benefit of speeding up gameplay more. you can do this by adding scenery that is 3 cubes + in height, or by bringing down some of the arches so that they can be double jumped off, or by adding single step stairs/ramps that can be double jumped off, etc.  
- not so much criticism, but even though usually having only 2 entrances to a base is bad, i think you've done it in a way that might not actually be bullshit and could work properly. 
- you should modify some of the textures/mapmodels to be more 'gritty' so that they fit the AC theme better.
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 249 
	Threads: 22 
	Joined: Apr 2011
	
	 
 
	
	
		Thank you, very much.  
I've updated the package on Akimbo with some changes. 
 
Removed two HP, the two that were in corridors alongside the central room.  
Moved the Kevlar closer, and dimmed some lights. I actually had to redo the lights because they were brighter before, maybe my screens a little too dark.
  (18 Jan 15, 05:20AM)Undead Wrote:  - needs to be more opportunities on the map to use double jump mechanics, which has the added benefit of speeding up gameplay more. you can do this by adding scenery that is 3 cubes + in height, or by bringing down some of the arches so that they can be double jumped off, or by adding single step stairs/ramps that can be double jumped off, etc.  
- not so much criticism, but even though usually having only 2 entrances to a base is bad, i think you've done it in a way that might not actually be bullshit and could work properly. 
- you should modify some of the textures/mapmodels to be more 'gritty' so that they fit the AC theme better. 
I'm not sure what you mean by bringing down arches to jump off them, but I'll see what I can do. There is a table in the middle that you can use to jump to the akimbo though, which is kinda cool.  
I didn't actually know that two exits was bad, ahaha, guess I'll look out for that next time. Glad this one turned out ok then.  
I'll also look into the textures, but I think the map looks quite nice being cleaner and brighter than normal.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,136 
	Threads: 22 
	Joined: Jun 2010
	
	 
 
	
		
		
		18 Jan 15, 06:52AM 
(This post was last modified: 18 Jan 15, 06:55AM by Undead.)
		
	 
	
		 (18 Jan 15, 06:27AM)Z3R0 Wrote:  I didn't actually know that two exits was bad, ahaha, guess I'll look out for that next time. Glad this one turned out ok then. 
it generally is when it constricts gameplay. think depot's bases and outpost CLA base. this doesn't suffer from the same issues because it immediately leads into three paths that then intertwine.
  (18 Jan 15, 06:27AM)Z3R0 Wrote:  I'll also look into the textures, but I think the map looks quite nice being cleaner and brighter than normal. 
i suppose its personal preference; i just like AC maps when they're grimey.
 
i'd like to also say that i can't immediately recognize every issue from running through the map; you'd probably learn alot more about the map from getting it played in inters/3vs3s.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 249 
	Threads: 22 
	Joined: Apr 2011
	
	 
 
	
	
		Ah, I get you. Normally I'd mess the map up more before release, but I also end up spamming mapmodels and filling up space when I do that, which ruins gameplay completely. Just tried to avoid that really.
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 142 
	Threads: 4 
	Joined: Sep 2014
	
	 
 
	
	
		who looks exactly like harry potter. played it too :)
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 2,331 
	Threads: 45 
	Joined: Feb 2011
	
	 
 
	
	
		Is this your castle map for the contest? :o
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 249 
	Threads: 22 
	Joined: Apr 2011
	
	 
 
	
	
		Was thinking that I could enter it, but it's not very castle-like, I'd get low marks on theme. I'll probably make another map for the contest.
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 144 
	Threads: 6 
	Joined: Apr 2014
	
	 
 
	
	
		Nice map! Great work done!
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 2,387 
	Threads: 56 
	Joined: Aug 2010
	
	 
 
	
		
		
		19 Jan 15, 01:57AM 
(This post was last modified: 19 Jan 15, 01:58AM by ExodusS.)
		
	 
	
		Well if it is not a castle, tell me what it is. :p 
Great map from the screenshots, I did not check it yet and I will very soon, and I really like the map layouts, certainly because it's a rotational symmetry and because of this:
  
![[Image: gameplay.jpg]](http://exo.ac.free.fr/gameplay.jpg) 
(^the old WIP I gave up a while ago)
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,504 
	Threads: 34 
	Joined: Jun 2013
	
	 
 
	
	
		ITS FUCKING SYMMETRICAL WOO 
 
i like the map alot, its nice and fresh yet still adheres to the grit and grime of ac
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 249 
	Threads: 22 
	Joined: Apr 2011
	
	 
 
	
	
		 (19 Jan 15, 01:57AM)ExodusS Wrote:  Great map from the screenshots, I did not check it yet and I will very soon, and I really like the map layouts, certainly because it's a rotational symmetry and because of this: 
Thanks. That's actually really similar, looking at it. Hopefully it'll play well then, ahah.
  (23 Jan 15, 01:17AM)Cemer Wrote:  ITS FUCKING SYMMETRICAL WOO 
 
i like the map alot, its nice and fresh yet still adheres to the grit and grime of ac 
Thank you. I seem to have adopted the symmetrical map as my style now, I'm not great at balanced gameplay, so it's better if it's symmetrical.
	  
	
	
	
		
	 
 
 
	 
 |