ut4 map feedback counter feedback dm-echo

KmKz; Map feedback for DM-Echo! [url]https://youtu.be/l_JYtgeMoKM[/url]

The point on the 50a = dangerous area seems good since the smaller armors should be for the out of control player so you don’t want it to be too challenging for them. However the danger also applies to the in control player as well wanting to deny it. If the in control player decides they don’t want to risk belt or 100stack for the 50a denial then that seems like a choice they can make – if the area is as dangerous as you say then it should be taken into account rather than blindly jumping in. If the 50a is left up the out of control player you can time your pickup when your opponent is on the other side of the ut4 map getting belt or 100a. If the in control player decides they can take the 50a they are putting themself in the same risky secnario the out of control player would be putting themselves in and leaving themself open to heavy destacking.

Could it be said that leaving it dangerous leads to less denial, or more time spend leading up to denial by the in control player (checking corners and the general area instead of just going in) which in turn frees up the out of control players time? The alternative to not checking in this manner is taking unnecessary damage and losing control. Having to weigh things up before committing is not a bad thing.. if anything it is a great thing.

Sidenote : The fortnite double pump shotgun trick is fun.

Why move the shock? That area is quite strong for ooc – quick shock + 50a (albeit dangerous), chokey fast approach from mid/belt (narrow door above lift). Defensible spot high near the health pack. On top of this because shock is quite stonk and out of the way of belt/100a/other weapons the player in control will need more time spend in order to travel to obtain it (once), to deny (more than once) or for fast ammo (more than once). By putting it in the box in the middle of the map you take away a deal of strength from what out of control can exert in what is essentially “their” part of the map – in fact it denudes that whole side of the map of strong weapons – rock, flak, shock, sniper are in a line down the center/other side of the map.

Your primary argument against the current shock location seems to be that the shock can be picked up and then used on the player going for 50a – this seems like a very small “problem” that is solved by picking it up prior to heading to 50a. None of the reasons given for the shock being in a “bad” location were overly compelling.

It makes sense to try to get players through that middle room more because you correctly point out that it is a dead zone, while also pulling the in control player away from the top pipes, which do indeed seem over the top for visuals/access. Moving the vials does not solve this top pipe strength problem as players can take them before belt so they are gone when leaving the area, or simply not take them at all and give no audio queue. Rather than moving shock how about putting double shock ammo (if there are two packs elsewhere on the map) in the center – and possibly pulling the nearby exterior health pack(s) inside as well. This way the in control player wants to travel through there to get ammo or wants to get health – quite strong need for this with 50% absorption. 

I agree with changing acid -> water, simply because the player who falls down ends up in a rather bad position. However if you remove the damage you open up a few unsavory gameplay options that are probably best left alone, at least imo. The player that falls down can hug the wall and make the “inside” player come to them. They can simply stay in the water, hidden down the drop and make the inside player chase them. Obv they are in a bad location but they don’t need to get out straight away – they don’t have to take the ramp or the bounce pad as both are more dangerous than just sitting. They can whittle down time in what would be a boring cat and mouse scenario. Secondly this can be extrapolated out to a player wanting to waste time towards the end of a game and run down the clock – making the hunting player “check” all the way around the edge for a player hiding is bland and uninteresting. You could stay down near the 50a, hidden while waiting for it to spawn.

I am all for making players spend time doing things (previously mentioned checking before taking 50a) but in a reasonable way, not by putting a hidey spot like the water would create. The damage stops this occurring.

If it was my map I would add the railings you guys requested, add some more pipes/stuff to block players and then make the acid gib players that fall outside.


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