bittah.com!~ Request for feedback on Ignitus

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Post » Tue Nov 21, 2017 3:23 pm

Request for feedback on Ignitus

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[2:20 PM] TylerMarket: You guys played ignitus right
[2:20 PM] TylerMarket: In the tournament
[2:29 PM] hobb: yup
[2:29 PM] hobb: pugged it a few times too
[2:30 PM] TylerMarket: would you be able to attempt to gather map feedback
[2:30 PM] TylerMarket: from anyone who has anything to say about it
[2:30 PM] hobb: anything?
[2:30 PM] TylerMarket: yeah
[2:30 PM] TylerMarket: good/bad, what needs changed, what can stay the same etc
[2:31 PM] TylerMarket: stealth is looking for feedback on it
iirc jester didn't like that it was a night map but what do you like/dislike about it?

- is the flag stand ok?
- is the floating building on the side of the stand?
- is the gen room in a good spot?
- is the interior of the base too big?
- are the spawn points ok?
- is the vpad in a good spot?
Nasty Hobbit
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Post » Tue Nov 21, 2017 4:00 pm

Re: Request for feedback on Ignitus

some feedback, ideas and ways to simplify the map from discord chatter:

- the side tunnels on the top floor aren't necessary
- there are three floors and three different chutes that might be better as one main 'elevator shaft' type of deal
- some prefer larger interior rooms
- keeping the tunnels and multi-floors chutes would be ok with some lines on the wall showing you where things are
- the floating ski jump building beside main base could go
- could do without the bridge and tunnels in the middle
- terrain is mirrored but the bases aren't (vpad on left for one team on the right for the other)

- the main inven hall on the bottom floor is great
- perhaps move the vpad to where the floating ski jump building is
- flag stand is fine
- probably a bug but we can't deploy anything on the building next to the stand, maybe turn this into a bunker for deployable invens as disc sniping is pretty common
- i reckon it'd be a great LT map as well
- danger likes this map, case closed

anything else?
Nasty Hobbit
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Post » Tue Nov 21, 2017 5:53 pm

Re: Request for feedback on Ignitus

more from discord:

- the floating structures either side of the flagstand provide way too much cover for the capper to hide behind as he's approaching at like 260, then there is nothing for the chaser to gain good speed on, they need to lower the middle of the map more
- darkness is my main issue, you just cant see the capper
- another thing that will improve ignitus is bringing hypo back
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Post » Tue Nov 21, 2017 6:32 pm

Re: Request for feedback on Ignitus

It's alright. As capper for my team preparing for the base tournament, I had alot of fun working out my routes. Big open flagstands, plenty of big hills.
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Post » Tue Nov 21, 2017 6:49 pm

Re: Request for feedback on Ignitus

I liked Ignitus... didn't mind it being night.. made the weapon effects look cool (especially my long mortar trails as it takes out Ambient)
Interior of the base was mostly fine but I agree the tunnel system could use some tweaking.
ColonelBlair
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Post » Fri Nov 24, 2017 4:56 am

Re: Request for feedback on Ignitus

its a good map. plays a little like blue moon from t2. The base feels wrong, like it was designed for 20v20 rather than the max MA can handle...which is what? 10v10 on a great server? Scale indoors is a little off and the mid-map tunnels are pointless and redundant (although on release it may be a great place for nubs to farm and get lost). the vpad could do with being less exposed and faster to access (like closer to spawns) unless of course you plan to make vpads destructable then being exposed could be a feature of the map.
Plays better than it looks. I enjoyed it.
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