PDA

View Full Version : My version of MLG Chill v1- With Detailed Pics, Layout, and Fileshare link!


Raider_kid6
07-07-2008, 09:54 PM
Obviously this map is bad, so Ill try to work on it some more and to get back to you guys, thanks for the feedback

Blakeumz
07-07-2008, 09:58 PM
I see alot of problems with it.. mostly like you just put power weapons around the map with ease, not caring for how it would play out.

xSociety
07-07-2008, 10:21 PM
Wow, you sure know how to ruin the flow of maps.

ThePinkman
07-07-2008, 10:26 PM
dont **** with chill out dude seriously, i think bungie did something right this time

PwNytar
07-07-2008, 10:34 PM
I see a lot of problems, but I only really care to focus on the original spawns, and your thought process behind balancing them.

I timed from the spawn points to the power items and it took about the same for both sides to reach them so balance is good.

If all you did was time how long it took to run to the powerup and rockets, you have a ton to learn about balance. The most obvious mistake is that you didn't even consider the teleporters, and how they affect balance.

The blue team is given 3 exits from their spawn; to default rocket room, down default OS hallway, or above default OS hallway. That's it.

The red team is given quite a few...Let's count them; 1. to default rocket room, 2. down the hallway under default camo room, and 3. through the teleporter (which takes them directly to where you placed rockets, and above the opponents. That's already 3, with the tele being quite an advantage...but we're not done. 4/5/6. Through the window...which offers 3 other routes; a. Teleporter to blue teams spawn (flank), b. to default camo room, c. to default rocket room (where mauler now is).

Red team has a huge advantage...and this is just one of the many problems I see in the "design"

except you removed all of the teleporters which completely ruins map flow