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 Post subject: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 9:27 am 
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Joined: Wed Jun 05, 2002 8:00 pm
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After another week of fierce competition, we've narrowed our list down to the Top 6! We will announce the Top 6 and then move on to provide feedback on all 12 of the maps in the running this past week. So, without further ado…. Your Top 6!

  • Congress Centre
  • Deadend
  • Drasza
  • Industry
  • Night Infiltration
  • Overload

Congratulations to those that are moving on! Now for some Top 12 feedback.

Congress Centre – TOP 6
The visual appeal of Congress Centre jumps out at the player immediately upon loading into the map. The map is cleanly put together and the aesthetics of the Congress Centre building in particular are fantastic. Our art team loves the architectural style on display in that building. The building also adds to gameplay by introducing verticality both within the building and to the other areas of the map it affects through sightlines.

The abundance of glass in the map adds to gameplay by providing fun building-to-building firefights and encouraging caution as players move about the map. Many of the glass panes do not break however. This causes confusion among players regarding bullet penetration. While the long sightlines generated from this building serve to enhance gameplay, players felt that other long sightlines did not; particularly those that exited within the areas around each team’s spawn point. The Zulu objective lost interest around it due to the objective’s placement. Players are able to crouch and secure the objective from behind, granting the player total safety and making the objective a freebie early into the round. Another minor complaint is that the use of cargo containers does not fit aesthetically with the rest of the map.

Crazy Stacks
CrazyStacks is a very creative space with an extremely appropriate name. Players enjoyed the “two-towers” style map design and the amount of bullet penetration that goes on within. Despite the size of the map, players enjoyed the gameplay even without the use of the sniper rifle. Players feel like some of the sightlines get a bit out of hand and it would be very difficult to fit this map in to a real world setting. The map also needs a lot of work in the lighting department, particularly when it comes to interior spaces.

CSAR2
CSAR2 is a very well constructed remake of a classic AA2 map. The map is beautiful and full of fun engagement areas. It was also nice to see the unique objectives at play, even though they could be a bit confusing for players do to our system lacking tools to easily convey complex objectives. Being a remake, this map loses a lot of points in terms of originality. In terms of the contest, we would have loved to see some improvements or twists made to the original map. The post processing effects, particularly in terms of coloration, seems a bit strong at times, but that is a pretty minor complaint.

Deadend – TOP 6
Deadend is a visually appealing map with well defined routes. Aesthetically, it would fit in to our game very well. The map size is appropriate to support a FLO while providing Attack with plenty of time to form a plan and approach the objective. The well defined routes, combined with some clear landmarking, facilitate good team communication.
A couple of areas on the map could be cleaned up to provide a more focused experience. Combat along the eastern road can be a bit awkward, particularly near the building with the red lights. The road is straight and getting to cover (and cleanly navigating it) along the side of the road can be troublesome at times. Additionally, Defense has a couple of nasty camping spots near the flag and Attack can use Attic as a late game stall tactic.

Drasza – TOP 6
Drasza is a textbook example of how to build a map using our ModKit assets. The map is large and contains a large number of buildings, but all of them are cleanly made. Small touches like flickering lights and the sound of jets flying by help to push the map’s quality up even further. The map is easy to ‘theme’ to the game and adding in mission fiction would be easy as well. The large number of interior spaces, and the interplay between them, provide a nice mix of close and long range firefights. Engagements are a lot of fun, particularly around the center portions of the map.

The number of interior routes and spaces do require time to learn, as some players found it a bit too easy to get lost or turned around. It is also a challenge to locate interior stairwells at times. The map could benefit from additional landmarking and potentially trimming some fat along the outsides of the map or in some rarely used interior spaces.

Highwall
Highwall is a smaller map that requires good communication and overwatch from both sides in order to succeed. Part of this is due to the gametype and part is due to role restrictions. The Take and Hold game type keeps both teams on the offensive while the lack of long-range, high powered weapons keeps the long firefights interesting while maintaining the viability of crossing open terrain.

The map is a bit small to support 12 v 12 properly. It seems to work best at 6v6 or 8v8. The terrain needs work to smooth things out and the buildings lack a clear identity. The art team feels like the space is a bit limited in what the area could be. There is also a feeling that the team spawning near Zulu has a bit of an advantage, though more rounds would be required to know for sure.

Industry – TOP 6
Industry offers up an interesting objective type and fun action. It manages to tie the Train theme in to major portions of the playspace and adds in a lot of fun, little touches (exploding barrels, port-a-potty sounds). The setting and visual style chosen would easily fit in to the game. End of round gameplay is usually quite fun, with players finding last minute flag races to be exciting. The objective setup also prevents the game from getting too campy at the end of rounds.

While the objective type works well, it will be a bit difficult to provide context to and we wish it tied into the train theme a bit more easily. We found quite a few sneaky hiding/camping spots around the train yard which players could find frustrating and there was some concern that the extract points may not be balanced.

Last Stop
Last stop has a lot of character and incorporates the train theme well. Breakable glass playing such a large role in the objective building made for an interesting experience around that area of the map. Players also appreciated the mix of long and short-range battles available on the map.

While players liked the building and the train area, the map seemed like a jumble of interesting ideas. We recommend choosing one of those ideas and focusing on it throughout the map. The choice of spawn point locations seemed a bit odd as it essentially forced both sides into conflict no matter the route a player decided to take. Because these conflicts happened in the same spots every round, the early game felt a bit repetitive. The objective building also seemed to promise more routes in than it delivered. The sides of the building seemed to invite players (especially the side with the catwalks against glass) only to deny them entry in to the building. Players found only having two entrances in to the building to be frustrating.

Morobayu Station
Morobayu Station is a very well made remake of Inner Hospital. The map looks great and the reskinning of the playspace required a lot of creativity. Fitting a train theme in to the playspace was also quite a feat. It is interesting to see the slight changes to the space and how it effects gameplay, like Up and Over being much shorter and Lobby now having a train in it. At the end of the day, it is still a remake though, so it is difficult to give this map points for originality. This map is excellent for what it is trying to be, but doesn’t quite meet what we are looking for in a contest winner.

Night Infiltration – TOP 6
Night Infiltration has a great setting and is visually pleasing. The main play space feels like a proper rail service yard and the buildings feel architecturally correct. We really enjoy the approach of having attack breach in to the compound. The objectives are well placed and the rail yard area plays well…IF the attackers can get in and gain a foothold. Defense is able to reach Zulu faster than Attack, allowing aggressive defenders to put Attack on their heels from the beginning. That, combined with limited entry points can make attackers feel like they have no good options in the early game. While we like the idea of an Attack sniper hanging back in the darkness to pick off targets, having the majority of the Attack team do this isn't nearly as fun. Some small modifications to the map can fix these issues and take the map where it needs to be. By working with timings to allow Attack to get to Zulu more quickly and providing Attack with more entry points in to the complex (along the sides of the map, not just the front) this map could reach its very high potential.

Overload – TOP 6
Overload looks great visually and feels like a solid space. Building feel architecturally sound, the lighting is well done, and the train theme plays a central role in the map. Interior spaces are done well and controlling sightlines out of them have been smartly done. The bomb sites lack a lot of cover, but numerous overwatch spots look over each, which is an interesting twist. The lack of cover results in some overly long sightlines and too much open exterior space (both functionally and aesthetically). The result is Attackers often feeling like they don’t have many good options in the early game. Also, while the area is well put together, many of the buildings and spaces feel a bit too similar to one another.

Panic-Attack
Panic-Attack is a creative space with some nice special effects thrown on top of it. The space feels like an old European city, while the fog and chemical pit make for nice additions to the space. The map supports long and short range encounters and the center of the map can provide some nice cat-and-mouse gameplay.

The map has some sightline issues which keep it from reaching its potential however. Players have multiple long, open routes that they must try to traverse. The long, open roads are particularly a problem. Attackers must choose to either take these paths or limit themselves to a couple of additional options and it is difficult to traverse the area against a skilled sniper. Defenders also have some extremely powerful overwatch positions on to the flag. A handful of routes along the edges of the map can frustratingly lead to dead ends and there are some annoying collision issues scattered around the map.

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 9:35 am 
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Awesome! Congrats to all that are left, and those that fell along the way. You've all done great job. I'm glad my Top 2 maps are still in play. Can't wait for to see top 3, and the winner announced.

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 9:36 am 
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Cool.. looks like my vote is still in the running ! go Overload !

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 9:39 am 
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well done guys, my favourite is still in too! :mrgreen:

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 10:00 am 
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Joined: Sun Sep 14, 2014 9:38 am
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GL all.

Quote:
While the objective type works well, it will be a bit difficult to provide context to and we wish it tied into the train theme a bit more easily.


But its extract? i couldn't make someone carry a train!

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 10:21 am 
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good luck to the rest. I did my best,,Now i know what i haft to chance on the map, to make it better. Thanks to the dev. (panic-attack)

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 11:01 am 
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Cool to see Overload is liked. I'm aware of the objectives and cover. Wanted to wait for feedback after release and I did noticed it myself but its always a fight between performance and fill a map with loads of assets. Feedback and community involvement keeps will make all UMM's better.

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Last edited by Drecks on Fri Oct 17, 2014 11:16 am, edited 2 times in total.

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 11:04 am 
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good luck

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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 11:07 am 
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I'm happy also for mine, N.I, all these feedbacks are welcome.....at this stage more or less all maps suffer of 'test drive'...


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 Post subject: Re: UMM Competition - And Then There Were Six
 Post Posted: Fri Oct 17, 2014 11:28 am 
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cobas_maurizio wrote:
all these feedbacks are welcome.....at this stage more or less all maps suffer of 'test drive'...



I know what you mean. I have never properly played my map with any other players so to get this level of feedback is good.

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