Map Feedback : ns2_uplift

Zefram
Posts
235
Location
United States
Joined
16 November 2012
28 January 2014 - 17:39 CET
#1
This thread is reserved for any feedback for:

ns2_uplift
http://steamcommunity.com/sharedfiles/filedetails/?id=144365637

maintained by DrRandom
http://steamcommunity.com/profiles/76561197995416349/

All thoughts are greatly appreciated.
www.twitch.tv/Zefram0911
Stranger
Posts
18
Location
Canada
Joined
30 September 2013
5 February 2014 - 04:27 CET
#2
The two vents in control room make base pressure for aliens really good, and gives them 3 maybe 4 attacks paths to base rush etc.
Kaneh
Posts
58
Location
Canada
Joined
15 November 2012
5 February 2014 - 04:48 CET
#3
- control room powernode is kinda easy to hit
- rooms in general dont' flow
- shaft is a bad room, too random
- east wing is long and blah
- a lot of rooms seemed designed more for looks than gameplay

Overall thoughts from my team:
The map layout is generally fine, but the rooms are kinda bad. it all feels like boxes with stuff just jammed into it. Unless a lot of work was done on the rooms/hallways its not particularly good.
Simba
Posts
311
Location
United States
Joined
24 June 2012
5 February 2014 - 23:25 CET
#4
Very "fast" map. What I mean is with as many resources nodes, a balanced set of teams can tech up really fast. I found this pretty fun and refreshing (after slow maps like tanith). I'll leave the room polish to field players.
Simba
Posts
311
Location
United States
Joined
24 June 2012
5 February 2014 - 23:30 CET
#5
Also there are a significant number of med/ammo problem spots. Commander perspective can be interfered with by ceiling props.
Fiskbit
Over.Extension
Posts
16
Location
United States
Joined
30 August 2013
20 March 2014 - 22:17 CET
#6
This was probably my favorite map of the custom map cup. I agree with Simba about it being a "fast" map; that is, it's easy to get a lot of res quickly. The high res actually made it easy for games to stretch on for a long time, but I found those games very enjoyable. I also think the symmetry works really well for this map. It feels like a more symmetric version of tram with an extra res node in Hub, and it plays differently enough that it's really worthwhile.