Jomskylark

Bitfighter Improvement Contest Reviews

Dec 30th, 2013
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  1. sky_lark's Bitfighter Improvement Contest reviews. Summarized edition. Dec. 2013, round 1.
  2.  
  3. SNOW CHIMNEY
  4. + Good balance
  5. = Needs another exit (one-way perhaps)
  6.  
  7. TOWER DEFENSE
  8. + Fun concept, nice "ghetto" invention
  9. - Tough for defenders
  10. = Balance time: More for defense, less for offense
  11. = Add poly walls to defenders to allow for natural defense + ability to engineer laserbeams
  12.  
  13. FORGET ME KNOT
  14. + Very fun map!
  15.  
  16. TRAIL BY FIRE
  17. + Polywall battle arena and design is cool
  18. - Bases are hard to defend
  19. - Outside channels lack value
  20. - Too many teleporters, aid items
  21. = Tighten bases, limit entryways, add and spread out teamed defenses
  22. = Consider speedzones on side channels to increase appeal
  23. = Halve # of teleporters & aid items
  24.  
  25. IA
  26. + Impressive visuals & color changing levelgen
  27. - Very difficult to cap
  28. = Due to nature of retrieve and size of community, this map would be better with 2 goals
  29. = Christmas lights map w/ color changing levelgen go go go
  30.  
  31. DOOKY BOOTY
  32. + Three teamed core maps are always fun
  33. - Spawns suck, limit defensive ability
  34. = Try one-way exits to keep entrance blockage mechanic
  35. = Move aid pack closer to core for defense's use
  36.  
  37. FIGUREHEAD
  38. + Well-done simple map
  39. + Open room makes for great engineer use
  40. - Speedzones are kinda useless
  41. = Reposition speedzones for greater value
  42.  
  43. RETRIBUTION
  44. + Simple, easy fun
  45. - Kinda hard to defend
  46. = If short play time is the goal, shrink base sizes to cut excess space and position loadout zone closer to central area
  47. = If long(er) play time is the goal, lengthen the map and narrow base entrances
  48.  
  49. SPACE HUNT
  50. + Middle area has nice styling
  51. - Bases are vulnerable
  52. - Map isn't symmetrical, which isn't necessarily bad, but leaves lots of map unused
  53. = Get rid of easy-out teleporter, deepen bases, spread out defenses, thin entrances
  54. = Consider making map symmetrical
  55.  
  56. THE UNIVERSAL FIGHT
  57. + Weak cores contrasts big map nicely
  58. - Fighting or defending is kinda pointless with so many cores and not much tradeoff
  59. = 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
  60. = Add neutral loadout zone in middle for convenience
  61. = Add second core to top and bottom bases.
  62.  
  63. CIRCLES
  64. + Fun, intense combat
  65. - Favors imbalance (read post)
  66. = Add flag spawns for unpredictability and to limit camping
  67. = Add slow speedzones for greater escapes and mobility
  68.  
  69. CORE CONTEST MAP
  70. + Simple, decent core map
  71. - Poor choice of name (I brought it up because I think names really add to a map)
  72. - Weak and vulnerable cores are problematic
  73. - Slightly confusing middle area
  74. = Up core strength, reposition defenses to be more effective
  75. = Possibly replace middle pods with polywalls, or perhaps repurpose
  76.  
  77. DANMAKU
  78. + Neat levelgen
  79. + Testitem furthest back is borderline annoying but mostly a cool concept
  80. - Speedzones in middle dictating flow are very annoying
  81. = See above^
  82.  
  83. NECRO-FANTASY
  84. + Super fun map
  85. + Unbalanced teams actually play out reasonably
  86. - Took me slightly long to figure out
  87. = Maybe simplify instructions?
  88.  
  89. COLOSSUS
  90. + Intriguing concept
  91. - Too many moving parts leads to improper usage of map mechanics
  92. - Borderline confusing
  93. = Simplify map, add instructions of sorts
  94. = Prevent players from inadvertently tripping lasers
  95.  
  96. RIOT
  97. + Fun overall map
  98. - Emergency section is neat but slightly long and can be exploited by enemies
  99. = Redesign emergency section to prevent against enemy exploitation
  100.  
  101. BUFFALO SOLDIER
  102. + Wall spawns present interesting balance question
  103. - Map is quite bland/empty
  104. = Add stuff, or lengthen it, or move cores around, or be irregular, etc
  105.  
  106. ZOMB-APOCALYPSE
  107. + Awesome concept with difficult challenge for humans
  108. + Zombie maps may be future of dungeons
  109. - This map is hard as nuts. Fair enough, but give us more of a chance! ;)
  110. = Add one-way speedzone exits to sub-bases
  111. = More resources items are a must
  112. = Weaken zombie base by thinning or removing walls
  113.  
  114. THE REACTOR
  115. + Surprisingly fun map
  116. - A little excessive content
  117. - Bug in stacking cores (read post)
  118. = Limit portals and excess by adjoining storage to base (or something else that limits portals)
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