Sun Apr 23, 2017 6:48 pm by sky_lark
My thoughts...
• Bitman (CTF)
Really cool design, even if it isn't the newest theme it still has some interesting ideas and a fun style. The problem here is how easy it can be exploited -- players can follow opponents through the lasers and steal the home flags, making it impossible for one team to capture flags. Alternatively, one team can steal all the white flags without capping them, making it impossible for another team to score.
Simple fixes for both: 1. Make teleporter access one ship wide to reduce any extra travelers from sneaking inside. That or use speedzones creatively 2. Have teleporters lead directly onto the team flag, so a team can't carry white flags inside and hide them very easily. Note these are not perfect solutions, but they should help.
Aside from the exploits, I would also encourage a higher level cap -- this goes to everyone, too -- since the rounds are already short the level caps shouldn't really have influence, unless playing the level for the full time gets stale.
• Cell (RET)
Love the minimalist nature and the idea of positioning goal zones away from the spawns. The dotted walls are great for limiting a stalemate when both teams have a flag. One issue that came up here was how easy it was to score once a team had both flags. Transition scoring after one team scores is very common in bitfighter as one team will often expend all of their energy trying to get the score in, so when they do the other team can take advantage of that to score very quickly in return.
This isn't such an issue on its own, but the easiness of scoring once a team has both flags meant that a team with more players, even if they had less combined experience/skill, could consistently score goals simply through brute force. Spawning away from the action, while a cool principle, makes it even harder to stop a team that owns both flags. Like the above, only a simple fix is required however -- make it tougher to score after taking flags from the middle. Maybe add in some obstacles in the middle like dotted walls that players have to navigate and can be vulnerable in.
• Courage (CORE)
I always love me a good challenge and this one is no exception, but maybe too much haha. Offense/defense-oriented maps can be tricky to balance and that seems to be the main issue here. Probably reducing the core shields and taking away a couple turrets would help. It would also be interesting to see if engineer can be utilized here more, perhaps as an aid for offense to better attack the defense.
It is interesting to see offense and defense chosen ahead of time for players. That solves a common decision-making problem present in many core levels where a team that spends any time defending will typically be at a disadvantage over a team that spends all their time attacking. That problem extrapolates if a team gets any kind of lead, as leads are difficult to overcome in core. So an offense-defense set-up takes away some of those issues just by default which is cool.
• Enclosed Quarters (RAB)
Team Rabbit is always an interesting mode as it's not actually beneficial for teammates to kill other players, unless of course they are about to kill the rabbit. It would be interesting to see more strategy of teams priming up enemy players for easy kills from the rabbit.
I like the style of this level, but the teleporters have got to go. That, or limit the wall so it's easier to get around. Rabbits have it way too easy being able to camp a portal entrance and go in at the last second. I also think this level could use light speedzones, so players can have an easier time chasing the rabbit.
• Greenboard (RET)
Cool wall design. I like the theme of this level, though I'm not a big fan of eliminating the commander's map. That'll be a personal preference decision, though. The primary challenge here is similar to that of Cell, it's too easy to score once a team has both flags. There's less space in here to move around so I don't think you need obstacles, but maybe adding in flag spawns to change up their locations a bit might help, or adding in some player spawns closer to the enemy zones.
• Hive (ZC)
This is an interesting level that plays on the concept of lots of easy to acquire zones over a few tougher zones. The cluttered shapes and variety of gadgets and trinkets make this a visually appealing level and combat is varied as well. However, I think the extra space outside the primary area hurts the level more than it helps. I think this would be a bit more frantic and interesting if players could not leave the tight area. Otherwise it becomes a bit too easy to flee with the flag.
• Lotus (TBM)
Simple and fun. I love team bitmatch. I don't really have any concerns with this level, except that it might be a bit too simple. It would be interesting to see the team aspect utilized a bit more, perhaps creating simple mini-bases to offer each team some supplies while fighting.
• Modern Stadium (SOC)
Gorgeous level. Don't really dig the name but the pretty design makes up for it no problem. It's pretty easy to score, so I would increase the cap limit a lot. I would also consider adding extra teleporters or moving their destinations closer to the own base so it was a bit easier to have late epic saves. Currently if I'm dead and a ball gets beyond the circles I'm screwed, it would be nice if it could be a bit easier to get late saves in.
• O.G. Nexus (NEX)
Like I said with Greenboard not thrilled with the lack of commander's map. The level itself is interesting, I love team nexus for their strategy in trying to compile flags and gang up on enemies hoarding flags. The balance is actually really solid, it's not too hard to kill an enemy hoarding given the small size and position of aid kits away from the bases, but it's also not too easy due to the presence of the bases offering some relief.
That said, the bases could be a little more navigable, and there could be greater spawning. Bases right now are essentially killboxes, too easy to throw in a couple bursts and force a player out. Making them a bit bigger or offering an additional exit should help with that.
What is up with the flag spawns in the middle right before the nexus opens? That defeats the entire point of hoarding flags throughout the level and cheapens our hard work fighting for flags.
• One/Three Way (CTF)
I was hoping to see some old-school, competitive CTF levels in this contest so I'm pleased by this level. Visually it's a bit of an eyesore in some areas, and the middle passage could have its ends opened up a bit so players aren't bumping around trying to get inside. I would also add maybe another testitem to the side areas; I liked being able to chase a flag carrier inside and shoot the testitem to block the exit. It would be nice to see that strategy encouraged a bit more with the addition of more obstacles or a smaller exit. Good level overall though.
• Shard (HTF)
2-flag HTF with basically one zone each is definitely an intriguing concept. Not much to say here! It was fun to play it and I can't think of anything specific to add.