Motto73 wrote: ↑Mon Mar 26, 2018 5:46 pm
(The map might be under moderation, check again later if link does not lead anywhere)
The map has just been approved and should now be visible to all SFDMaps-goers.
holy fuck where do i begin
I'd like to write a little appreciation post about just how
extremely well constructed and well thought-out this map is.
The different locations (of which there are many!) mesh well together, and help create the feeling that this isn't a bunch of geometric shapes in the middle of nowhere, but rather what tries to be an actual town with logical buildings and infrastructure. For me, that was always the point of Battle Royales - competing with other players in an environment that makes sense to all parties involved, and not just some abstract arena. I'm glad you didn't make this about boxes floating in BGShadow space. Places like the police station, taxi station, gas station, cargo hold, prison etc. are combined into one big playground making the map stand out among the legions of House of Island Melle of Waterfall BR :V [1.4 FIX]'es.
There's even fun "flavor" stuff thrown in for good measure, like bunkers, caves, crashed planes and tunnels. It's as realistic as SFD mapping gets, as far as I'm concerned. The background and far background work is fantastic, and helps players immerse themselves in the world that you created. You can tell every single part of the map was made with great care and dedication. I really appreciate it when map-makers put time and effort into something that technically isn't even a part of the physical gameplay.
What truly shocks me most is that there are hiding spots around the map from which you can ambush your foes if you position yourself correctly. I'm talking
physical parts of foreground that hide your character, making it invisible to others. You don't see foreground tiles used in maps very often, let alone it working so well, so that was a very pleasant surprise. Those hiding spots come in forms of trees, bushes, trash cans, phone booths etc. Generally speaking, you cannot see player names and you can't zoom the camera out to see where everyone is, so hiding becomes a legitimate strategy. Combine that with the prone mechanic and you've got a very robust stealth system in your hands. Why is flashing the names when shooting marked as "(Bad)"? This seems like a very smart idea and it seems to work out well, as do the other mechanics.
Each location has its own loot spawners! The cool part is that loot is found in form of various object
piles that don't look like loot at first glance; that means you will walk over garbage and will either find a weapon, a vest, a medkit, or nothing at all. Very unique! Furthermore, not only is loot no longer found in supply crates, it also looks like objects you wouldn't think to look at twice in a regular game, but that you can now press 'F' over and take; articles of clothing (that visually change your character nonetheless!) and random pieces of armor, like helmets, vests and boots. These help you survive and that's awesome in its own right. It's not just some armor bar, it's
building and customizing your character from scratch. Shame these BATMAN and DEADPOOL customs had to go, but this piece of script-making art had to happen eventually. Bravo!
The lobby room/death screens look great. I can't even begin to imagine how those work. The action itself of dropping from the plane is very cool too, considering you can't really see where you drop and even after you do you have to navigate your way around the map blindly. The plane itself has this plaque that introduces you to the controls which is a very elegant way of familiarizing players with them. There are "Red zones" (I'm assuming those are from PUBG?) that place you in danger if you're within them. Those give you an incentive to keep moving around and not camping it out in one spot. There's this ASCII bar at the bottom of the UI which I haven't entirely figured out but that I realize is a minimap of sorts - a very clever way of incorporating a minimap display onto the game considering how difficult making custom UI is.
Generally speaking, this map is such a neat mix of experimental mechanics (armor, HP storage for later use, shrinking map borders, driveable vehicles, a prototype of a stealth system) that getting used to it and utilizing it to its fullest should be challenging but (hopefully) a most pleasant experience. I can't wait to see what happens when this gets more attention.
B-but... what is this? A map
thread that looks good too? I thought only the map itself mattered?! Who would've thought presentation mattered in the slightest. In all seriousness though, I'm glad you took your time to work on custom thread headers and logos; you knew how important this was to me as a forum Mod and you sure as hell delivered 😭
I never took interest in the PUBG/Fortnite fad but I sure as hell know where to look for my next Battle Royale experience if I so desire to get one.
⭐⭐⭐⭐⭐