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this little alcove
If you're really having trouble with the map, I'd suggest thinking about hallways you could cut out in areas like here. It's an area very few people think about despite its usefulness, so drawing attention to it would alleviate a lot of navigation stress.
Wasn't there a Rockman no Constancy mod that had a map with inverted gravity or something?
I say add the gimmick to certain places instead of the whole map. The gravity gimmick is really annoying. especialy when I can't climb the stair to get away from someone who is after me.
Well, if you have sections with normal gravity as well as sections with continuously shifting gravity, you create a burden of knowledge. Rather than knowing on the spot what the gravity is (like they do now), you force the player to either: continuously pay attention to the shifts in gravity, OR actually go out and see for themselves, which may not be a viable decision. In short, combining the timed gimmick with sectors in an attempt to "normalize" the map would do more harm than good.I also disagree with the notion of removing the timed gimmick in place of 100% sector based gravity (which is probably what you meant), like MM5STA. Simply put, this would make the map dull. The concepts of adaptation, timing, and pseudo-terrain shifting are all thrown out the window. Maps should not only be enjoyable and engaging, they should also teach players -- that's what we have variety for. Not only that, but making it sector-based centralizes the map around one point: the normal gravity room(s) (which is very bad). Players flock to what they are most comfortable with, and will therefore ignore high and low gravity rooms, even if you try to entice them with strong weapons. I personally believe attempting to homogenize MM5GRA in such a way would be a step BACK in map design, and is a very lazy way of representing a really cool concept: GRAVITY. Sure, you have the gimmick implemented in full: high, low, and normal, but you don't create anything new with it. A gimmick should be implemented to add a twist to gameplay -- it needs to add to the experience. With the timed gravity gimmick, you're encouraging the player to be more nomadic and continually shift their position in order to maintain control of the game. Removing the gimmick in place of free movement all around the map does not encourage any creativity. By changing to vector-based gravity, all you're doing is BORING the player. Why should they ever change their position? GHold will only be effective in the low gravity room and it'll make it harder to hit people, so why go there? I'll be easier to hit in the high gravity room, and Water Wave will DESTROY me, so why should I go there? Currently, MM5GRA is one of the only maps in the game that must be traversed in full multiple times per game in order to win (this is true for literally every game mode you can play on the map), and there is no way to accomplish that same goal with sector-based gravity. So, I ask all of you that are unhappy with the map to set aside your hatred for gravity (I understand this is hard for almost all of us) and view the map objectively. How often is it your fault that you got cornered during high gravity? Or when you chose to use Bubble Lead during low gravity against someone using Pharaoh Shot? Why not play a few rounds of TLMS on the map and see how far camping gets you? Rather than throwing the idea of timed gravity changes out the window because it screwed you over a few times, observe what the map does right, what can be done to make it better, and how your own playing changes on MM5GRA in comparison to "normal" maps. It may seem almost hypocritical given my previous statements about (terribly implemented) gimmicks, and it definitely sounds pretentious, but this map deserves a lot more attention and thought than a lot of you are giving it.TL;DR making the gimmick simpler does more harm than good. MM5GRA is more complex than most people think, and has a unique playstyle worth preserving. Despite it being gravity-based (PTSD ACTIVATE) it does not share qualities with MM4DIV, and everyone interested in the map's future needs to think critically about it.