- Joined
- Apr 11, 2020
- Messages
- 22
Hi,
The more I play on vsh_skyhigh_resort_b9_s, the more i hear from players (mainly on #5 VSH, and I dont know, how things look on FF2) that this map is so unbalanced, they refuse to play it as hale, calling it imposible to win.
Only the best players are able to somewhat win on that map, but thats is very small procent of total players.
The main problem is map void, it teleports players to middle point that is covered with roof, unable to quick escape from getting: telefraged, nuked by demoman crits stickies, stuck under roof corner by lvl3 sentry ect.
My proposal to change this map:
I: Change the teleport void to damage void.
Instead of teleporting players to the cappoint, maybe we should change type of the void. Some other maps have already that solution, when hale falls from platform he gets damage, and then he need to escape by jumping out.
-hale wont be trapped when he fall from platform.
-good hales could use it to gigajump, helping them in mobility.
-weaker hales will have problem to get out of there.
-red players will die when they fall.
II: Slice void into 4 sectors with 4 differets void teleport points.
[it was mentioned by Kruphixx in this thread: https://www.panda-community.com/threads/vsh-5-stickybombs.28253/]
Instead of having 1 big teleport zone that teleport everybody in one place, we can cut it into 4 zones, that have 4 different teleport destination.
I have made example pic, to better illustrate it. The X is teleport destinaton that place you when you land on X color. (i don't insist on my placement).
-would be harder to camp 4 void teleport exit at the same time.
-red players who fall, will have chance to survive.
-would be harder to implement.
III. Make void teleport like on vsh_2fortdesk_v8.
Making it work like on vsh_2fortdesk_v8, by putting void teleport so high that red players cant camp it, and also setting void damage to higher, so red team wouldn't be able to get there, OR putting void teleport on steap ramp, that everything on it slides.
This will make map situation more like on vsh_nebula, and that map also have similar issues, but is not that bad as this map.
-hardest to do, just the map overhaul.
-red players will die when they fall.
IV. Leave it alone
V. Remove it completely
I personally will vote for II.
(note i'am not a mapper, and i'm not capable to make it happen, I just tried to come out with doable fixes)
The more I play on vsh_skyhigh_resort_b9_s, the more i hear from players (mainly on #5 VSH, and I dont know, how things look on FF2) that this map is so unbalanced, they refuse to play it as hale, calling it imposible to win.
Only the best players are able to somewhat win on that map, but thats is very small procent of total players.
The main problem is map void, it teleports players to middle point that is covered with roof, unable to quick escape from getting: telefraged, nuked by demoman crits stickies, stuck under roof corner by lvl3 sentry ect.
My proposal to change this map:
I: Change the teleport void to damage void.
Instead of teleporting players to the cappoint, maybe we should change type of the void. Some other maps have already that solution, when hale falls from platform he gets damage, and then he need to escape by jumping out.
-hale wont be trapped when he fall from platform.
-good hales could use it to gigajump, helping them in mobility.
-weaker hales will have problem to get out of there.
-red players will die when they fall.
II: Slice void into 4 sectors with 4 differets void teleport points.
[it was mentioned by Kruphixx in this thread: https://www.panda-community.com/threads/vsh-5-stickybombs.28253/]
Instead of having 1 big teleport zone that teleport everybody in one place, we can cut it into 4 zones, that have 4 different teleport destination.
I have made example pic, to better illustrate it. The X is teleport destinaton that place you when you land on X color. (i don't insist on my placement).
-would be harder to camp 4 void teleport exit at the same time.
-red players who fall, will have chance to survive.
-would be harder to implement.
III. Make void teleport like on vsh_2fortdesk_v8.
Making it work like on vsh_2fortdesk_v8, by putting void teleport so high that red players cant camp it, and also setting void damage to higher, so red team wouldn't be able to get there, OR putting void teleport on steap ramp, that everything on it slides.
This will make map situation more like on vsh_nebula, and that map also have similar issues, but is not that bad as this map.
-hardest to do, just the map overhaul.
-red players will die when they fall.
IV. Leave it alone
V. Remove it completely
I personally will vote for II.
(note i'am not a mapper, and i'm not capable to make it happen, I just tried to come out with doable fixes)