Ravenfield

Ravenfield

oil rig [CQB]
Default  [developer] 6 Oct, 2019 @ 10:05pm
Suggestions/Feedback
If you have a suggestion or any feedback feel free to post it here.

Keep in mind that this map was made with the in game editor and I am limited to what can be added or fixed.
Last edited by Default; 6 Oct, 2019 @ 10:09pm
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Showing 1-2 of 2 comments
Tomb Games [EST] 18 Oct, 2019 @ 11:56am 
For a first map, this is very impressive I must say. The oil rig is tight and has lots of objects for players, providing cover or to jump onto to get a higher vantage point to eliminate the other team. The objects and the environment give players of how they want to push onto the other floors, but too much objects can make the scene feel claustrophobic and closed in which I think this map has. I think taking away objects from this scene will make this map lose it's charm so it's best that it stays the it does incase it gets an update. The choices that map gives is limiting, only two staircases which I think is fair. Too many staircases would be overwhelming. Giving Raven the second floor was an interesting choice and I think it was the right choice too. If the second floor was neutral, the player advantage would give the other team no chance no matter the difficulty. Speaking of the second floor, there is a table on the second that bots can see through that the human eye can't which is kind of frustrating and unfair but I can understand since this was made with limited assets. Making this map within Unity could've brought this map more stylistic choices and polish such as adding a death box to the water, custom lighting/ambient occlusion, custom skybox, custom 3D models, and all that good stuff. Maybe for your next (if you decided to work with third party assets/application), maybe you can try changing things up a bit. Try making maps that are asymmetrical, that can give bots the unpredictability that they are capable of that can make the map interesting, challenging, and fun. Good work! I hope to see more in the future.
Default  [developer] 4 Nov, 2019 @ 7:08pm 
@Spenzinator Thank you for the feedback I appreciate everything you have pointed out and I will take into consideration the next time I have an idea for a map. :) (Sorry for the super delayed reply just haven't got around to it...)
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