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Maps / Re: LlamaHombre's One-Off Maps (Current: guest MM2QUI updates)
« on: November 03, 2022, 04:05:25 AM »
Thanks to Llama for letting me piggyback here. I'm probably not going to make a habit out of this; I had wanted to update MM2QUI anyway, but I wanted to get the changes out ahead of time. Seeing how MM2BUB2 and now MM10DW3 have been handled, though, I figured people would want to host it, so to ease the burden on hosts I asked Llama if I could slip my map in here. I don't have any other maps in core that I plan to do this for.
Similar disclaimer to Llama's that, while I'm not a member of the core team, I do intend for these changes to go into core for v6b. Whether or not they actually do is out of my hands, but the feedback I've received from some members of the core team so far has been positive.
I wanted to take a moment to go over where my head was at while making these changes. MM2QUI has a strong historical context in 8BDM, and while it definitely had a lot of problems, I wanted to keep its overall identity intact while addressing the pain points. I'll be going over what I've heard and observed, my updates, and how the two relate.
To start, here's the raw changelog for anyone who just wants to know the difference.
Alright, so let's get to the nitty gritty. For anyone who's unaware, my name is on MM2QUI because I used a concept SmashBro came up with to drastically modify the existing MM2QUI. At the time, my focus was primarily on making the quick beams consistent, as previously they fired entirely randomly. While the map was modified by other users after the fact in ways that I feel were to its detriment, I think it's existed in an "it's fine" state for a while. That being said, it's clear most people aren't fans of the version in core.
The two complaints I heard the most were:
-The map is too flat.
-The lack of null walls lets floorhuggers and flying classes terrorize matches.
Additionally, from my experience on the map, I identified the following problems:
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.
-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.
-The item layout here is just a disaster
Now, some people might take a look at the second complaint from that first list and say "well, core shouldn't be trying to cater to CBM!" I actually agree with this take, but in this instance, the pain CBM players are experiencing comes from a purely cosmetic choice. While core should not be made first and foremost for CBM, I think it's fine to address CBM pain points from time to time as long as it doesn't come at a detriment to vanilla gameplay. You'd be surprised how often it can.
However, I had one more problem swimming in my head: MM2QUI is a very nostalgic map for a lot of people. Its flat layout and short walls have become part of a now decades-old identity for the map, and while they do cause problems, I believe that identity needs to be respected. The challenge with this update, then, was to alleviate the pain caused by these decisions without erasing them entirely and effectively replacing the map.
I'll go ahead and break down the changes, now.
Problems:
-The map is too flat.
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.
Problem:
-The lack of null walls lets floorhuggers and flying classes terrorize matches.
Problem:
-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.
The item layout changes probably speak for themselves, but if anyone wasn't keeping score before, I encourage you to open up the current version of MM2QUI and count how many weapons are in each slot. It wasn't great.
Finally, a straggler change I want to discuss:
-Lowered the time between quick beam fires from 7 seconds to 6
This was one hell of a wall of text, but the point I wanted to hammer home is that I wanted, above all else, to make changes that fixed gameplay issues without trampling what's made MM2QUI unique and special for so long. I believe I've managed to accomplish that, but I want to get this into public hands ahead of v6b to get people thinking about what this map has needed.
Thanks again to Llama for letting me tack this onto his pack, and enjoy!
Similar disclaimer to Llama's that, while I'm not a member of the core team, I do intend for these changes to go into core for v6b. Whether or not they actually do is out of my hands, but the feedback I've received from some members of the core team so far has been positive.
I wanted to take a moment to go over where my head was at while making these changes. MM2QUI has a strong historical context in 8BDM, and while it definitely had a lot of problems, I wanted to keep its overall identity intact while addressing the pain points. I'll be going over what I've heard and observed, my updates, and how the two relate.
To start, here's the raw changelog for anyone who just wants to know the difference.
(click to show/hide)
Alright, so let's get to the nitty gritty. For anyone who's unaware, my name is on MM2QUI because I used a concept SmashBro came up with to drastically modify the existing MM2QUI. At the time, my focus was primarily on making the quick beams consistent, as previously they fired entirely randomly. While the map was modified by other users after the fact in ways that I feel were to its detriment, I think it's existed in an "it's fine" state for a while. That being said, it's clear most people aren't fans of the version in core.
The two complaints I heard the most were:
-The map is too flat.
-The lack of null walls lets floorhuggers and flying classes terrorize matches.
Additionally, from my experience on the map, I identified the following problems:
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.
-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.
-The item layout here is just a disaster
Now, some people might take a look at the second complaint from that first list and say "well, core shouldn't be trying to cater to CBM!" I actually agree with this take, but in this instance, the pain CBM players are experiencing comes from a purely cosmetic choice. While core should not be made first and foremost for CBM, I think it's fine to address CBM pain points from time to time as long as it doesn't come at a detriment to vanilla gameplay. You'd be surprised how often it can.
However, I had one more problem swimming in my head: MM2QUI is a very nostalgic map for a lot of people. Its flat layout and short walls have become part of a now decades-old identity for the map, and while they do cause problems, I believe that identity needs to be respected. The challenge with this update, then, was to alleviate the pain caused by these decisions without erasing them entirely and effectively replacing the map.
I'll go ahead and break down the changes, now.
Problems:
-The map is too flat.
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.
(click to show/hide)
Problem:
-The lack of null walls lets floorhuggers and flying classes terrorize matches.
(click to show/hide)
Problem:
-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.
(click to show/hide)
The item layout changes probably speak for themselves, but if anyone wasn't keeping score before, I encourage you to open up the current version of MM2QUI and count how many weapons are in each slot. It wasn't great.
Finally, a straggler change I want to discuss:
-Lowered the time between quick beam fires from 7 seconds to 6
(click to show/hide)
This was one hell of a wall of text, but the point I wanted to hammer home is that I wanted, above all else, to make changes that fixed gameplay issues without trampling what's made MM2QUI unique and special for so long. I believe I've managed to accomplish that, but I want to get this into public hands ahead of v6b to get people thinking about what this map has needed.
Thanks again to Llama for letting me tack this onto his pack, and enjoy!