Praises and Criticism of 1.2.0
#1
Posted 10 September 2010 - 08:58 PM
OW_Breach isn't what I was expecting in terms of the update I thought it was going to be made longer. Instead it is now as I heard many put it in game "overly complex"..."too big" "too many cafe's". I see their points. The larger starting area in the street slows down the action when you have to search large pointless rooms for grenades. Speaking of pointless rooms. Theirs a lot of them. Like the room where the old manhack trap was? what the hell is the point of that room? or the odd shapes of some of the stores. Their is a lot of unnecessary corridors and rooms that just are there for no reason. Although two things I do like about this map is the spot on the north oart if the street where you could spawn a turret? yeah that area was re-done nicely. Also the ending is done nicely. I guess for me the one thing is that all of the new traps and spawns are correct yes those are needed but a lot of the space in which the players and combine move in are not needed.
allow me to point out specifics...
What's the point of this room? would the map still work if it was taken out?
Could you make this area smaller or more like the 1.1.2 version of it? and what's up with that wierd shape cafe? why add the northern little cubby?
Another room I don't understand why it is there? could you make it smaller? or remove it?
Same here? smaller or remove it?
go back to the 1.1.2 size but keep all the extra rooms just make them smaller...
again can you make this area smaller or shorter but keep the rooms they work.
Those are the areas I have an issue with... everything else in the map is perfect lol.
Good job with the green arrows and red plus signs on the radar but can you make it known the way the green arrow is looking right now it feels like an army of triangle aimlessly destroying things?
that's all keep up the good work and fix breach it was almost perfect before.
#2
Posted 11 September 2010 - 12:15 PM
#3
Posted 11 September 2010 - 12:30 PM
I understand your point but i personally like the new complexity of the maps.
First of all, it adds a kind of not-linear gameplay together with the random objectives and item spawns. Many rooms are good for ambushes for the overwatch. The manhack room for example is now good to spot the turret and ambushes in the north without getting into danger.
I think this more complicated maps would also good work with fog of war.
For 1.2.0 I expected the textures in breach like the one seen in the first trailer. Whatever... the metrocops are now a good way to get the manhacks apocalypse mwahaha!
#4
Posted 11 September 2010 - 02:05 PM
#5
Posted 11 September 2010 - 05:38 PM
Jgoodroad, on 11 September 2010 - 02:05 PM, said:
We didn't release it for one simple reason: you can't play it. It's an art test for the most part, so aside from just walking around to see how it looks, there's not much else you can do in it.
Breach should only need one more update before we can start texturing it and making it look as good (and even better) than the test map.
#6
Posted 11 September 2010 - 09:26 PM
I also would like to throw out there that I do understand what it's like with the creative process, I do freelance writing and I understand when your audience doesn't like what you poured your heart and soul into. So ignore me if you don't agree with my criticisms. I can't even make maps. I am just expressing how I feel between your two versions of breach. One was great and the other has the potential to be amazing if it's slimmed down in my opinion.
#7
Posted 11 September 2010 - 09:37 PM
#9
Posted 12 September 2010 - 12:53 PM
#11
Posted 12 September 2010 - 02:33 PM
#12
Posted 12 September 2010 - 02:44 PM
Auxor, on 12 September 2010 - 02:33 PM, said:
The final objective is just there as a sort of "more coming soon" indicator.
#13
Posted 12 September 2010 - 03:11 PM
#15
Posted 12 September 2010 - 03:33 PM
Like protecting THE FREEMAN and Barney, from the combine snipers, and after that we will get out city17 with Barney and heard the events when Alyx and Gordon have problems with that strider...RANDOM IDEAS.
Sorry for my language, if it bad...
#16
Posted 12 September 2010 - 05:50 PM
AndY, on 12 September 2010 - 02:44 PM, said:
The final objective is just there as a sort of "more coming soon" indicator.
LOL coming soon as in like how certain anime episodes ended right before a really good fight scene lol. "Oh man this is getting good...what a great episo- *ON THE NEXT EPISODE OF DRAGON BALL Z.* Fuuuuuuuuuu"
#17
Posted 15 September 2010 - 08:27 PM
#18
Posted 16 September 2010 - 12:40 AM
In all seriousness, the map is wide enough for a massive battle, but its only small skirmishes. If there were something implemented into the map to allow a massive opening brawl it would be perfect. How about this.
1. Combine sniper trap on the overwatch perch over the street.
2. Add one of the street barricades you see in city 17 during "Anti-Citizen One" with a spawn and turret inside for the street.
3. Once inside the Main Area there should be a main spawn above the courtyard with more combine repelling down.
4. The end objective seems a little out of the ordinary...go into a door that leads nowhere for no particular reason.....add another section to the level, where you exit that breached door to the city gates, and have to disable/destroy them somehow.
Also, I support a Freeman cameo in any map.
Theres my opinions, now to respond to the OP. Yes that really big room is useless, playing OW on that specific stretch on Breach is incredibly annoying, all of those little rooms should be either gone or booby trapped in some way (headcrabs maybe?).
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