SNIP
You beast...
If you can make the dubstep cannon work for a competitive 2v2 map (Curb Stomp doesn't count), I will explode.
I beat you to it. The newest version that I linked has dark walling around the death pit.a Chunk, Corona looks verrrry interesting. Also I checked Epicore out in forge - I really like the new bottom gold idea, but it felt a little off. It just seemed a bit cramped jumping down to snipe, and those blank white wall colis around the death pit were a bit disorienting. Might just be me though. Maybe try defining the death trap area more with darker colors so its more visually obvious? Overall though, love it.
Made some major changes to Aether's bases. Haven't tested it yet for 4v4 though. Props to The Fated Fire for his advice on lessening the segmentation at the bases. I just hope the spawning stays good for Slayer.
Props to The Fated Fire for his advice on lessening the segmentation at the bases.
[...]this area extends across the whole map essentially cuts the map in half between two distinct sides/bases (gold and green, in this case).
[...]there's a bit of a segmentation issue present in these back paths
[...]what's the point in taking the longer, more segmented route?
[...]this example highlights the segmentation issue as well.
If there were less segmentation between the "inside" and "outside" paths[...]
I just removed the lift. So how about an elbow leading to where the lift used to throw players at. Middle green instead of bottom Green.Orange: The lifts don't add much to movement IMO, so I would suggest replacing them with a connection to bottom green if you can. You would probably have to expand on that area so that the elbow wouldn't have to be too long. I felt that whole side of the map needed better connections to the other, so that would cover that as well.
I just replicated the ramps leading to Green with Gold. There are now two ramps leading from the middle to top Gold just like top Green and I also plan on adding a lift from bottom Gold to top Gold. This is because there is a balcony at the back of Green that acts as another route from bottom Green to top Green and I wanted both Green and Gold to have the same amount of routes to the top.The primary problems I noticed in our game were the two dominant positions, green and gold. I mentioned that engagements constantly took place between those two positions, but the underlying issue is the lack of an adequate connections between them to push through. Players are forced into a dip whenever they attempt to push from one side to another, so there are two things I would suggest here. The first would be to incorporate a curved bridge through mid and the second would be to incorporate LoS blockers between the dominant positions and those side routes (lets players move through those routes unseen). If you do go with that suggestion, you would probably have to remove the ramp from mid to top gold, so I would suggest incorporating a lift from bottom gold to top gold.
^This. 100% this.
Except for that curved bridge idea in red, that's Ugly.
"Ugly" as in Auburn's 2v2 map or "ugly" as in aesthetically displeasing?
Haha. I was referring to the map, since it too has a curved central bridge (I think). Nice catch