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« on: November 08, 2020, 09:57:56 PM »
Did you intend on following up on this? Harsh, strong rhetoric put aside I think you would find that most mappers agree with most of your points. No one intends to make a bad map, and few maps are beyond redemption if they are given proper, specific feedback and a clear direction for how to address certain issues.
I have my own disagreements with some of your points, which I will lay out quickly here, but I am in general always wanting for feedback on my maps in core and elsewhere.
- Done tastefully, I don't think 5 is an issue for base movement speed, and that mods with higher movement speeds should feel free to up stepheights accordingly. Obviously no map should strive to make you jump like eight times in a row constantly, but one or two sets on the map can create chokepoints without sacrificing other important aspects of the map like sightlines etc. I see this as more a case of specific staircases being a problem rather than something that can be tied to an umbrella term. I think MM1GUT has a pretty overbearing set along the cliff face, for example.
- For 12, I would sooner see a stage hazard toggle than a full removal of damaging stage hazards across all modes. As an duelist back in the v4 days I know for damn sure how obnoxious some of these can be in a more competitive setting (opponent deliberately commits suicide to lose a frag but regain all their health, adding to stall, etc), but some of them can be a fair amount of fun in casual environments and add additional spice and things to laugh about. Obviously there are cases that can stand to be toned down some (I'm not all too thrilled about them on MM1ELE, for example), but I would not say that they impact maps like MM7SHA, MM7DW1, MM7TUR, or MM10NIT in a dramatic way.
My maps in core are MM2BUB, MM2DW2, MM7STR, MM7DW4, MMBBUR, MM9TOR, MM10COM, MM10DW3, and MMCTF24. I've always been open to critique on my maps, but seldom receive it. I would prefer if that changed.