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Introducing verticality to aim maps for a more consistent aim in all axes?


LARD

A problem in all "aim" style maps, with a potential solution?

After playing to much and many aim maps, I realized that my flick shots were only accurate horizontally; so I tried making a map that made your opponent spawn on a different vertical level than you. This not only to increase vertical aim and muscle memory, but also to increase complexity with having to visually keep track of more potential angles from above/below as well has horizontally. However I think I made a shocking discover, most of which is anecdotal since I don't have enough time yet to make a numerical statistical comparative study. However after practicing on my map for comparatively similar amounts of time to another similarly sized standard aim map, I feel my aim is much more accurate. I will be starting to collect data on this, Ill publish it here soo. Anyways for mapping I then made it even a little more complex by having it spawn you on the same level as you opponent 25% of the time, to increase constant "looking up and down". Which should hypothetically increase even more vertical movements. I even added: ladders, stairs, cars, trains, colorful lighting and much more. In it's current development it's only good for 2v2, 3v3, 4v4...

 

I believe for this increase in uniform range of comfortability in all axes of shooting could influence more of a demand for vertically emphasized maps in the base game! Please let me know what you think and any improvements I should make!

https://steamcommunity.com/sharedfiles/filedetails/?id=2094697085

?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false

?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false

?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false

?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false




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