NNKanell Posted August 26, 2017 Share Posted August 26, 2017 The main disadvantages: Invisible walls, textures; Invisible Death Zone; the wall on which it is impossible to jump Cephalon citadel Spoiler This map is not top-bounded by the texture, the bottom is confined to the deadly zoneI believe that the textures are not justified on the cephalon citadelDemonstration of texture limitations Spoiler The death zone is too high. Spoiler The death zone with the bottom is too high, but absent on the sides of the map. Spoiler I offer to raise up textures, so that it is not obscured by pillars. Lower the area below the death or make it visible. Navigation Array Spoiler I believe that the textures are not justified on the Navigation ArrayDemonstration of texture limitations Spoiler Removing artificial restrictions will diversify the gameplay on these maps Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted August 26, 2017 Share Posted August 26, 2017 Even if the map doesn't change, it would be nice to have graphical indicators for these invisible walls and out-of-bounds barriers. Link to comment Share on other sites More sharing options...
Nazrethim Posted August 26, 2017 Share Posted August 26, 2017 What about painting them from a different color than the rest of the tile? a darker or redish tone or something. Link to comment Share on other sites More sharing options...
1tsyB1tsyN1nj4 Posted August 26, 2017 Share Posted August 26, 2017 The Cephalon one is mostly because there would be people camping there with Loki I'd figure. Mainly though, PvP in general needs to be more polished if DE really wants it to be a part of the game, not just slapped on Link to comment Share on other sites More sharing options...
Koldraxon-732 Posted August 26, 2017 Share Posted August 26, 2017 (edited) I suggest to remove the death zones completely and insert /unstuck areas in their place, so people can't suicide. Otherwise have it timed. As for map boundaries, removing all boundaries except the mesh boundaries and map-mesh boundaries would be reasonable. Areas that show regions that shouldn't be visible (over the stone rims of Earth tiles, for example) should have a /unstuck field. In addition, some maps are very small, like the Navigation Array and that Mars map and don't really fit the new Conclave speed, resulting in a mess. Edited August 26, 2017 by Koldraxon-732 Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted August 26, 2017 Share Posted August 26, 2017 8 hours ago, Koldraxon-732 said: I suggest to remove the death zones completely and insert /unstuck areas in their place, so people can't suicide. What? Ridiculous. Then people would just jump out-of-bounds and be teleported back somewhere on the map for an easy escape. 8 hours ago, Koldraxon-732 said: In addition, some maps are very small, like the Navigation Array and that Mars map and don't really fit the new Conclave speed, resulting in a mess. They're decently large maps, although they can get hectic with a full lobby. There's nothing inherently wrong with that, just prepare for a more chaotic match if you have eight people going into Navigation Array. Link to comment Share on other sites More sharing options...
Koldraxon-732 Posted August 26, 2017 Share Posted August 26, 2017 1 hour ago, SevenLetterKWord said: I revert my suggestion for the death zones into a timer, so if you could still grab a surface and bullet jump back into the map, then you could. I've noticed that maps have been getting larger - in one way or another, though.. Link to comment Share on other sites More sharing options...
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