Usually I'd be averse to such a big map with such big open sections but the map is so aesthetically pleasing I wanna run in it anyway. Every part of the map is so visually distinct from the rest. This is a banger on par with urban_war.
However, the issue remains. It's feels much bigger than urban_war, which is a stretch for the player count as is. I recommend taking some notes from fizzwhiz's dust2 and adding obstacles that don't quite hinder the flow of the gameplay but rather redirect it. For example:
The train tracks to the left of spawn. I suggest you absolutely trash the big open space ahead of the tunnel with a train wreck. Take the creative liberty to take up a little more empty space, otherwise the left path lends itself too well to a straight line.
Honestly the big lot with the black and yellow traffic bar needs a tank. I don't even think it actually needs a tank but a tank would be awesome. If not there, then maybe add one outside the playable area where players can see it. Maybe even two tanks. I just like tanks.
I'll probably end up spending a lot more time running around on this later tonight if you wanna bend my ear and afterwards I will hopefully have some more to contribute.
First of all, how did you do this??? This is such an excellent map, and it probably took days of actual playtime to make this. I don't even play cod, and this still stands out to me. You and zleg paid such close attention to detail that I can't really nitpick that much.
I love how you made a twist to the map, making it take place in an apocalypse. That really fits the zs vibe (so many people forget zs is an apocalypse), and brings the user's attention. As bandsag mentioned, the map is quite big and might not entirely fit the player counts of zs today. However, I believe this isn't your fault. I also don't think that is an issue, as players usually don't take advantage of it. Besides, what's the point in hiding in a corner for 6m when you can actively have fun with others?
It's also interesting, how you added a pool section while the theme practically relates to heat. I'm not a fan of logic, in the case of zs maps anyways. One *tiny* thing I would change about this map is the bottom of the pool. I would recommend blending in the bottom just a tiny bit, as it is quite obvious you used a brush for it. Make sure to put water there as well, or else it will appear to be gravity-defying water.
Good luck with your map submission, and see you on zs mate.
granny, thanks for the complimenting reply. Honestly me and zLegqcy just know to how manipulate things together, we are able to make the layout exactly how we wanted it to be and add extra details or literally change the entire theme of the map. I'm no Westbeam, Venk or dez, but i know how to make things right, zLegqcy also does make interesting and complex changes. Thanks for taking the time to reply.
Awesome map, though I would remove the invisible blocks and instead make a visible barrier to avoid confusion. Also, perhaps consider making the small pebbles on the ground walk-through. Just my opinion though. Overall very good map.
Hi Xen, great adaptation of a map from another video game into ZS. I like the diversity of environments you've created from greenery to fiery craters. Broad range of blocks used, without it looking too inconsistent. The layout puts a twist on typical open maps in the same way other large open maps do.
In addition to what others have said, I have a few suggestions of my own:
- There are some flat, open areas in the map that could receive some extra decorative features. One example is the space in front of the townhouses, where the ground is plain clay and the walls are white wool or sandstone brick. Also keep an eye out for walls that use only one type of block and are flat - they could receive some architectural details to give them some texture.
- As Casper mentioned, something could be done with regards to the black and yellow barrier. A tank or some other large structure could be placed in front as something to hide behind, or the barrier as a whole can be brought forwards; otherwise, that space is a little redundant.
- I'd replace the invisible blocks with something like fences. I see them in front of the body of water; there may be others that I haven't noticed.
I'll put this on hold whilst you make these changes. As usual, feel free to message me if you want to discuss anything mentioned here.