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- sky_lark's Bitfighter Improvement Contest reviews. Summarized edition. Dec. 2013, round 1.
- SNOW CHIMNEY
- + Good balance
- = Needs another exit (one-way perhaps)
- TOWER DEFENSE
- + Fun concept, nice "ghetto" invention
- - Tough for defenders
- = Balance time: More for defense, less for offense
- = Add poly walls to defenders to allow for natural defense + ability to engineer laserbeams
- FORGET ME KNOT
- + Very fun map!
- TRAIL BY FIRE
- + Polywall battle arena and design is cool
- - Bases are hard to defend
- - Outside channels lack value
- - Too many teleporters, aid items
- = Tighten bases, limit entryways, add and spread out teamed defenses
- = Consider speedzones on side channels to increase appeal
- = Halve # of teleporters & aid items
- IA
- + Impressive visuals & color changing levelgen
- - Very difficult to cap
- = Due to nature of retrieve and size of community, this map would be better with 2 goals
- = Christmas lights map w/ color changing levelgen go go go
- DOOKY BOOTY
- + Three teamed core maps are always fun
- - Spawns suck, limit defensive ability
- = Try one-way exits to keep entrance blockage mechanic
- = Move aid pack closer to core for defense's use
- FIGUREHEAD
- + Well-done simple map
- + Open room makes for great engineer use
- - Speedzones are kinda useless
- = Reposition speedzones for greater value
- RETRIBUTION
- + Simple, easy fun
- - Kinda hard to defend
- = If short play time is the goal, shrink base sizes to cut excess space and position loadout zone closer to central area
- = If long(er) play time is the goal, lengthen the map and narrow base entrances
- SPACE HUNT
- + Middle area has nice styling
- - Bases are vulnerable
- - Map isn't symmetrical, which isn't necessarily bad, but leaves lots of map unused
- = Get rid of easy-out teleporter, deepen bases, spread out defenses, thin entrances
- = Consider making map symmetrical
- THE UNIVERSAL FIGHT
- + Weak cores contrasts big map nicely
- - Fighting or defending is kinda pointless with so many cores and not much tradeoff
- = Varying strengths of cores would be wonderful; easier to defend cores should have higher defense to allow players to highlight which cores to focus defensive efforts on
- = Add neutral loadout zone in middle for convenience
- = Add second core to top and bottom bases.
- CIRCLES
- + Fun, intense combat
- - Favors imbalance (read post)
- = Add flag spawns for unpredictability and to limit camping
- = Add slow speedzones for greater escapes and mobility
- CORE CONTEST MAP
- + Simple, decent core map
- - Poor choice of name (I brought it up because I think names really add to a map)
- - Weak and vulnerable cores are problematic
- - Slightly confusing middle area
- = Up core strength, reposition defenses to be more effective
- = Possibly replace middle pods with polywalls, or perhaps repurpose
- DANMAKU
- + Neat levelgen
- + Testitem furthest back is borderline annoying but mostly a cool concept
- - Speedzones in middle dictating flow are very annoying
- = See above^
- NECRO-FANTASY
- + Super fun map
- + Unbalanced teams actually play out reasonably
- - Took me slightly long to figure out
- = Maybe simplify instructions?
- COLOSSUS
- + Intriguing concept
- - Too many moving parts leads to improper usage of map mechanics
- - Borderline confusing
- = Simplify map, add instructions of sorts
- = Prevent players from inadvertently tripping lasers
- RIOT
- + Fun overall map
- - Emergency section is neat but slightly long and can be exploited by enemies
- = Redesign emergency section to prevent against enemy exploitation
- BUFFALO SOLDIER
- + Wall spawns present interesting balance question
- - Map is quite bland/empty
- = Add stuff, or lengthen it, or move cores around, or be irregular, etc
- ZOMB-APOCALYPSE
- + Awesome concept with difficult challenge for humans
- + Zombie maps may be future of dungeons
- - This map is hard as nuts. Fair enough, but give us more of a chance! ;)
- = Add one-way speedzone exits to sub-bases
- = More resources items are a must
- = Weaken zombie base by thinning or removing walls
- THE REACTOR
- + Surprisingly fun map
- - A little excessive content
- - Bug in stacking cores (read post)
- = Limit portals and excess by adjoining storage to base (or something else that limits portals)
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