This thread is for all feedback related to the map "Bialystok Market" as part of Relic's 2v2 Map Making Contest. This map has made by a member of the community and they would LOVE of your feedback to help them iterate on and improve their map before the next submission deadline of the contest.
To subscribe to this and all contest maps, check out the 2v2 Map Making Contest Collection on the Steam Workshop.
Comments
ROUND #1 REVIEW
GOOD:
1. Great night feel to the map with light posts and small FX fires everywhere creating tmosphere. Looks really good when large engagements open up with explosions etc. I also had fun testing it and running all the lamps over with tanks.
2. Interesting Urban feel with several tight flanking areas.
BAD:
1. The North and South VPs do not appear balanced. The southern VP is behind a building and the Northern VP is open but near a building. May be asymmetrically balanced somehow?
2. The northern Munition point appears a hair closer to the western bases than the eastern bases. Could move the southern munition point a little closer to the eastern bases to balance.
POSSIBLE CHANGES:
1. The south east area could benefit from more buildings or debris where play ends. It feels a little claustrophobic when the interactivity stage just ends in the middle of the area you are fighting in. Since there are no obstructions to clue the player in that they cant go that way. Could extend the stage to include a little more area in the south, would allow another flank opening. This is by the VP and victory point. Could allow a flank around the building between them which would also balance it closer to the northern VP.
2. Some of the corridors feel a little tight. But that is the style of the map, Urban right! So it is hard to recommend anything that might ruin the feel of the map. But I might remove a building between rows to create little pockets of openess. May ruin some of the flanking options though.
3. A couple points have the actual point close to the edge of the capture area. Will need some testing to see if the AI has issues capturing the points.
SCORE:
9/10 - This map has very few problems. After some minor cosmetic fixes it should be good to go.
Congratulations! This map has passed Round 3 and is approved for the final iteration in Round 4.
The updated map has been added to the 2v2 Map Making Contest Collection.
We encourage the community to give as much feedback as possible heading into this crucial final iteration period.
Relic feedback - Please seek additional feedback/validation from the community.
The ambience and general feel of this map is great. The creator has done a great job making this map while balancing many core gameplay aspects.
We feel the map could do with being slightly brighter, as some units can currently be hard to read.
Currently, the middle of this map seems quite powerful to hold. By holding mid you can potentially hold both fuel points fairly easily, or at least hold one and constantly harass the other. This feels more true for the southern team, who do not have quite as far to extend to harass or control the Northern fuel point.
There is a light cover crater to the North side of the central VP, whereas there is no equivalent cover for the Southern team. This may be an attempt to offset the point raised in the paragraph above.
The East VP feels quite tight, especially once medium sized vehicles enter the area.
Bialystok market
Overall, one of the best maps I played. keep up the good work!
Congratulations again on making the final cut in the 2v2 Map Making Contest! All of the maps that remain are of an extremely high quality, and we would again like to thank all map makers for their time and talent.
Our Relic Map Judge has provided some additional feedback below for your consideration. This feedback is intended for integration purposes after the conclusion of the Map Contest, should this map be selected for inclusion in game.
• Key points are really really close to each other
-Two Fuel points and a Victory Point in the center of the map
• Only one of the fuel points has a building covering it
• Double check LoS on objects. Some imbalances
• Additional map entry point for southern player allows for quicker access to territory points
-Plus no impass preventing units from one of the other points cutting across
• Many resource points, including key victory points, are close to impassable objects creating frustrating gameplay to fight around
• Not a lot (if any) heavy crush objects. The map doesn’t really grow from Mid to Late game allowing for larges pathways/passages
• USF bases feel tight to move around
• There’s some wasted space that could have been used to help spread out some of the key points