Peacecore (custom map)

A medium symmetrical map best suited for 5v5 Slayer or CTF. Be Awesome and download now

Any and all feedback is appreciated

I’ll be sure to give a it a look and a review.

> I’ll be sure to give a it a look and a review.

Very much obliged good sir

This map is great

> This map is great

Oh why thank you, I put a lot of hard work and effort into it

> > This map is great
>
> Oh why thank you, I put a lot of hard work and effort into it

I can tell, it really shows. You did an amazing job with this map

> > > This map is great
> >
> > Oh why thank you, I put a lot of hard work and effort into it
>
> I can tell, it really shows. You did an amazing job with this map

Oh stop it you, You’re embarrassing me

> > > > This map is great
> > >
> > > Oh why thank you, I put a lot of hard work and effort into it
> >
> > I can tell, it really shows. You did an amazing job with this map
>
> Oh stop it you, You’re embarrassing me

No Really, this might just be the best map I’ve ever played in my entire existence

> > > > > This map is great
> > > >
> > > > Oh why thank you, I put a lot of hard work and effort into it
> > >
> > > I can tell, it really shows. You did an amazing job with this map
> >
> > Oh stop it you, You’re embarrassing me
>
> No Really, this might just be the best map I’ve ever played in my entire existence

… damn you sleep deprivation

Ok…ignoring that little shenanigans, here are my thoughts of the map.

  • The Map needs to have railing.
  • There needs to be more ways to move around the map.
  • The teleporter seems pointless.

When I first loaded up the map, I was glad to see there was no direct sight line between the two bases. This is because of the raised ramp structure in the middle which I think was a very clever idea.

As I explored the map, there were a couple of things that concerned me in terms of gameplay. First off and the most obvious, the lack of railing. I know it may sound silly but believe it or not, it would be very easy for a player to fall of the map in the heat of battle and gameplay. Railing are something that are very essential for gameplay when it comes to think like bouncing grenades off of them, the obviously limit the player from stupidly falling off the map, and give a better general aesthetic look to the map.

Now onto map flow, there is very limited ways to get around the map based on this design. Very limited ways to move from areas like getting center control. I saw you had teleporters which I thought would solve the problem but alas, you have a sender on the top leading down to a receiver, just a few feet under the sender. To be honest, that is completely pointless and is almost a waste of time to use. You could just jump down yourself. No need for it. What you could do though is switch the spots of the sender and the receiver by putting a sender below and having the receiver lead to up top.

Lastly, on the sides, you have inclined platforms only accessible by the middle part, which I feel wold easily become a very power spot, definitely not allowing any sopping player access to these areas. Generally, making the spot over powered.

I really hope you take the time to read through and take my feedback very seriously. Constrictive criticism is very important to being able to improve your forge skill. If you have an questions, don’t feel afraid to hit me up with whatever forge help you need. I’m there for ya.

> Ok…ignoring that little shenanigans, here are my thoughts of the map.
>
> - The Map needs to have railing.
> - There needs to be more ways to move around the map.
> - The teleporter seems pointless.
>
> When I first loaded up the map, I was glad to see there was no direct sight line between the two bases. This is because of the raised ramp structure in the middle which I think was a very clever idea.
>
> As I explored the map, there were a couple of things that concerned me in terms of gameplay. First off and the most obvious, the lack of railing. I know it may sound silly but believe it or not, it would be very easy for a player to fall of the map in the heat of battle and gameplay. Railing are something that are very essential for gameplay when it comes to think like bouncing grenades off of them, the obviously limit the player from stupidly falling off the map, and give a better general aesthetic look to the map.
>
> Now onto map flow, there is very limited ways to get around the map based on this design. Very limited ways to move from areas like getting center control. I saw you had teleporters which I thought would solve the problem but alas, you have a sender on the top leading down to a receiver, just a few feet under the sender. To be honest, that is completely pointless and is almost a waste of time to use. You could just jump down yourself. No need for it. What you could do though is switch the spots of the sender and the receiver by putting a sender below and having the receiver lead to up top.
>
> Lastly, on the sides, you have inclined platforms only accessible by the middle part, which I feel wold easily become a very power spot, definitely not allowing any sopping player access to these areas. Generally, making the spot over powered.
>
> I really hope you take the time to read through and take my feedback very seriously. Constrictive criticism is very important to being able to improve your forge skill. If you have an questions, don’t feel afraid to hit me up with whatever forge help you need. I’m there for ya.

I want to formally thank you for your honest review. Despite any antics I may show I am very serious about all my projects, specially this map in particular. Its almost like a child to me at this point as I’ve poured in almost a years worth of work into it.

I’ll look into a sort of railing option although it may be hard with the limits of forge itself and how hard I pushed this map already. I initially left it out due to a design concept of an open circular map in contrast of all the clustered maps that take place in a box.

On terms of map flow I can see what you mean. I tried to make it so you can jump down from center top or any of the upper platforms down to the lower side as a means of fast travel without taking any damage. As for bottom going up I’m interested in your teleporter idea but with that in mind I’d have to work on more incentive to go up on the side ramps, perhaps switching the locations of the grenade launcher and the sniper.

I do like your teleporter idea. To tell true the teleporter was a replacement for a man cannon I had there once that shot you to the sniper spawn but ultimately took it out since it was very inconsistent, sometimes throwing the player off the edge, and left players sort of helpless for an awkward moment or two. I moved the teleporter down to around spawn since I placed many objectives there and the sniper and felt it might make for unfair moment where the enemy team could just break through defenses and nab a flag, although I do fully understand your view point of it. I’m considering now placing it behind the strut on each spawn and switching the two.

Few Questions:

I am however a little confused on your explanation as to the OP area you mentioned. Do you mean the stairs behind spawns or the ramps up to the upper platform?

It’d be hard to tell outside of playtesting but did you see any immediate issues with weapon set up or lack of cover, which was an issue in earlier playtests?

An earlier issue was framrate issues which are present in forge but where they present to you in any other mode?

Also in terms of aesthetics how did you feel the map looked? Did any spots look barren or thrown together?

And most importantly (and you can be as biased and unprofessional as you want here, I don’t mind) do you like the map as a whole or do you feel like these hinder it too much for much approval/recommendation?