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Soldat Du Christ

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Soldat Du Christ last won the day on January 1 2019

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  1. feel like im half way through the game, having lots of fun, love jumping between cover and all the abilities, games tight
  2. Soldat Du Christ

    County

    this looks awesome, good example of a diverse theme park with a cohesive theme, the haunted house was a good way to spice up the contemporary setting with something fantastical
  3. i like how you implemented jumps into your BR map, very cool way to segment movement in interesting ways
  4. https://jessesoldatduchene.wixsite.com/portfolio Feedback welcome
  5. I'm enjoying it as an open world action adventure, but not really as an rpg. The characters and mission choreography is great
  6. I updated the water and mini map, new pictures on the OP, the update is still pending on workshop though Bots still crash the game when you try to play defuse, but i tried playing Victorian on the deathmatch game mode and you guys are right, its alot of fun
  7. I don't want you guys to think I'm not listening, or that I'm dismissing all your feedback. There where some good points you guys have made about the map. I think while I achieved some of my goals in certain categories, I overlooked more subtle aspects of the game, like @Roald made a good observation about how the lack of negative space can make footsteps more of a presence on the map. Pretty much everyone has made a comment that the map is unintuitive, which, according the the standards of what you guys expect, I can understand, and even agree that is a negative about the map. And obviously the water sucks the way players can wade really far out with a sniper and get lots of angles, I'm still trying to find the best solution to the problem without sacrificing what it was intended for (negating fall damage and providing a sense of place) and @csWaldo pointed out that because of the open-ness, flashbangs are more powerful & annoying These are all unintentional features that i'll admit are negatives about the map On the other hand, a lot of objections you guys have made are premature, and in some cases objectively wrong. So many complaints about there being to many angles to worry about, only because you don't know which ones you don't have to worry about. During the test, I noticed everyone was looking at spots they had no reason to worry about because it was still the beginning of the match and it would have been impossible for enemy targets to be at the angles they where checking. The players didn't even know where the first encounters were. You can keep beating it into my head that these are symptoms of how unintuitive the map is and I will KEEP AGREEING WITH YOU FOR THE HUNDRETH TIME. But what is not okay, is coming to conclusions so early when it's painfully obvious you haven't figured it out yet. You guys are free to dismiss the map if you don't care enough to put any more effort into figuring it out, I will continue to listen to all your points and see if I can improve my map based on your feedback @blackdog I hate having to keep explaining and defending my intentions, I've already expressed several times what my goals where. It's a little bit of everything, but mostly because I like to try and push boundaries and inspire others. Most people try to make maps for what they already know the community likes, and wants. I want to be the guy that makes a map you NEVER KNEW you wanted. Usually these people are in the minority, and i'm okay with that
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