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Bugs/Suggestions / Teamspawn feedback
« on: May 29, 2022, 12:32:49 AM »
Gonna give feedback on a few map's teamspawns real quick, sorta informal but you'll soon get what i mean as i list what i believe to be teamspawns that need improvement in hopes that they can be fixed.
General complaints preceded by a minus, suggestions preceded by a plus, equals means it probably requires a layout change which is not what im trying to give feedback on.
These are only the ones i've noticed in the maps i have edited for PlusPack so far, which is specifically made for classes LMS so some feedback may be taken with a grain of salt due to how i see the game.
MM4BRI
- Literally just the random pit in the map only exists to screw over light teams potential rollouts
+ Move spawns to be more towards the corners of the map
= Mess with the pit.
MM7CLO
- Literally bullfacing the enemy on spawn.
+ Move spawns to above the ladder next to spawns.
= Add sight blockers, not a bad idea as highground in mid is abit whacky unfightable strong compared to most highgrounds, so something to play around there is good.
MM7JUN
- One spawn is a small platform that can be shot into from a decently safe area.
- The other is literally a hangback and camp nothing area above the lava.
= Very little can be done without proper sightline blockers or a general map jumble, changing the spawns slightly will make people crawl into these areas like rat nests anyways.
MM8SWO
- One team spawns literally in the best room in the map AND gets a window to freely shoot at the other team
+ Give the other team a equal spawn.
+ move both teamspawns to different corners at the map so the best room on the map becomes something to fight over.
MM9CON
+ This was improved with v6a but i think wily should spawn simply a few feet back above the first small set of stairs just so where they meet with the enemy is cleaner and helps immediate rollouts.
MMVURA
- The spawns are all over the opening rooms
- Your spawn dictates your optimal rollout, which is different for every player on the supposed team you are on
+ Centralizing spawns to be on the corner/front of the stairs on wily and between the pillars on light.
MMVMER
- Spawn facing the enemy team in a sightline. (not to mention you just dont want to fight in that corner either)
+ Move light team to the side room with the duofist.
General complaints preceded by a minus, suggestions preceded by a plus, equals means it probably requires a layout change which is not what im trying to give feedback on.
These are only the ones i've noticed in the maps i have edited for PlusPack so far, which is specifically made for classes LMS so some feedback may be taken with a grain of salt due to how i see the game.
MM4BRI
- Literally just the random pit in the map only exists to screw over light teams potential rollouts
+ Move spawns to be more towards the corners of the map
= Mess with the pit.
MM7CLO
- Literally bullfacing the enemy on spawn.
+ Move spawns to above the ladder next to spawns.
= Add sight blockers, not a bad idea as highground in mid is abit whacky unfightable strong compared to most highgrounds, so something to play around there is good.
MM7JUN
- One spawn is a small platform that can be shot into from a decently safe area.
- The other is literally a hangback and camp nothing area above the lava.
= Very little can be done without proper sightline blockers or a general map jumble, changing the spawns slightly will make people crawl into these areas like rat nests anyways.
MM8SWO
- One team spawns literally in the best room in the map AND gets a window to freely shoot at the other team
+ Give the other team a equal spawn.
+ move both teamspawns to different corners at the map so the best room on the map becomes something to fight over.
MM9CON
+ This was improved with v6a but i think wily should spawn simply a few feet back above the first small set of stairs just so where they meet with the enemy is cleaner and helps immediate rollouts.
MMVURA
- The spawns are all over the opening rooms
- Your spawn dictates your optimal rollout, which is different for every player on the supposed team you are on
+ Centralizing spawns to be on the corner/front of the stairs on wily and between the pillars on light.
MMVMER
- Spawn facing the enemy team in a sightline. (not to mention you just dont want to fight in that corner either)
+ Move light team to the side room with the duofist.