Discussion in 'Global Maps - Feedback & Discussion' started by Overdo$e, Mar 3, 2017.
old skip that everyone else did already tho
You forgot kz_nightmare
ya but seemed like a few didn't know it
What makes bad maps imo:
bkz maps *cough* bkz_blackrockshooter_vzp *cough*
I feel newer maps tend to just be bland rooms with bhop blocks and ladders in them with no soul
Examples: kz_nightmare_v2 bkz_nocturns_blue
What makes good maps imo:
Clean maps>Cluttered maps
Going fast in simple maps>Being stuck on a difficult bhop block which you can't see because all textures are so bland and dark jesus christ
Maps set in a location, outdoors, textures
Examples: kz_summercliff2_go, kz_freezingridge_go_fix_v4
So, you just gotta make an old map? Seems easy enough
more just stop removing older maps from global, freezingridge, caverns_deep, olympus, alouette, pianoclimb etc
is nightmare and nocturns new?
no, nightmare has always needed night vision goggles
nocturns is intentionally really dark though, i quite like the theme of it personally. also i have no problems seeing on nightmare
Its not that I can't actually see, just feel there are so many dark dark maps which inside small boxed off rooms with blocks in them. But I guess when it comes to all maps it's balanced, just was I personally dislike in a map
Also I really dislike the design of bkz_nocturns_blue, its not intuitive at all. First of it starts with black blocks with blue outlines that are bhop blocks, then at the end of each of these stages there is a black and blue platform which isnt bhop, then the bhop again and then the same design blocks are in the wall but they suddenly arent bhop either. Then you are teleported to a stair of blocks which are pure blue and they are bhop but then after that you have all blue blocks which arent bhop. Atleast be consistent in your design.
bkz_nocturns_blue - bad texturing, bad design
All these maps would be very good except they all are broken in some way (a huge shame), hence why they were removed. They weren't removed because they're old. I stand by my opinion that a fixed version of caverns_deep would be one of the best maps in the pool.
I haven't heard it put like that but I totally agree. Most of my favorite maps are 1.6 ports where you're are actually climbing to the top of something and you can look down as you go and see your progress (some of my other favorites don't have this aspect, I just think it's something you don't really see anymore and it's a shame).
In terms of texturing I also like environment based maps, I tend to dislike almost all of the 'futuristic' type texturing you seem to see quite a bit now (think kz_symbiosis_final). Some of my favorite maps are exps_cursed (prettiest map in the pool by a mile imo), adv_cursed, chinablock, aztec, akrh_warehouse, xtremeblock and caverns_deep because the atmospheres created by these maps are actually interesting to me, when I load up bkz_cauz_final, or kz_bionic (I could probably name like a hundred maps here lol), I couldn't care less about getting to the end or getting a better time.
So if kz_bionic was completely reworked and it was given an environment, you'd feel compelled to play the map more? Just curious
Olly I completely agree with you, the map is so much more interesting to play when it's an environment based map. New maps being in a "futuristic" style is exactly what I was trying to say I just couldn't describe it properly, thank you.
Yeah if it was textured differently I would. Still wouldn't like the gameplay.
Edit: If exps_cursed was textured like bionic, it obviously wouldn't be anywhere near as popular or good.
Top 10 Maps in my opinion
also good maps:
what makes a map good?
I prefer maps with a smooth and flaweless gameplay (kz_dam, kz_remedy_v2, kz_skytower_final)
also it´s very nice to see some varied techniques in a map like laj´s / surf... (kz_surf_kim_hana_gl, kz_shark, kz_dzy_reach) => or just both combined (kz_abstruse_od2)
I really appreciate inovative map ideas (kz_module)
I like maps with a theme which goes over the whole map (kz_concretejungle, kz_floatingislands, kz_blindcity_easy_fix)
dont do dark maps or epileptic light (kz_akrh_warehouse)
For combo maps:
Maps that have a clear thought out layout which flow well with decent amount of verticality and a good theme/visuals and some good sound design (ambients) are the best imo. kz_zxp_interstellar is the best example with it's semi linear gameplay parts. also any of danzay's map and kz_dam (bae) are great examples. Crouch blocks and other flow interrupting gameplay elements are a huge no no for me. surfs help the momentum of a map a ton.
For hard maps:
Can't really say that much about that since I don't enjoy playing the hardest maps but I love longjump blocks up to 270 units. Hard surfs are extremely fun (kz_trashsurf). Flow should still be good for a hard map and layout with a good theme/visuals to back it up is extremely important. Technical jumps are pretty good aswell (I would love if more mappers would include wallstrafing in some parts of their maps).
Overall: Don't interrupt the players flow and give him good visuals with a great layout which always shows him where to go next. Everything else is opinion based and you just gotta look what more people like better.
Crouch blocks in my combo maps? What is this, 1.6 kz?
Because cellblock isn't considered one of the best maps in kz amirite
Separate names with a comma.