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| 19 Jan 2016 09:32 PM |
http://www.roblox.com/games/342726787/Dortmund-Fort
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Matthais5
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| Joined: 19 Apr 2012 |
| Total Posts: 6520 |
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| 19 Jan 2016 09:35 PM |
| its getting better each time you update it. Keep it going ;) |
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Milnaria
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| Joined: 29 Apr 2014 |
| Total Posts: 7536 |
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| 19 Jan 2016 09:36 PM |
| Nice use of the new terrain |
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| 19 Jan 2016 09:38 PM |
can you guys give me reasons why you said 7/10?
and thanks Mil. Used the new terrain because it looked spot on to the concept of the fort and because I can't build regular block terrain really well. x-x
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Orpheum
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| Joined: 01 Apr 2009 |
| Total Posts: 572 |
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| 19 Jan 2016 09:39 PM |
An empty bowl made with smooth terrain gets a 7? Man, your standards are low.
------ Actual Criticism -----
The map is overall too open and bland. Objects are very clearly repeated and there is little originality presented. Overall, the map just feels empty and as if you rushed it. I could make something of that quality in thirty minutes.
4.25/10
-- ORPHEUM -- |
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Caboooose
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| Joined: 16 May 2012 |
| Total Posts: 8091 |
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| 19 Jan 2016 09:40 PM |
It's meant to be open. It's a gun fort.
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| 19 Jan 2016 09:41 PM |
Side note: Anything past the main gate isn't complete yet
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Orpheum
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| Joined: 01 Apr 2009 |
| Total Posts: 572 |
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| 19 Jan 2016 09:43 PM |
A gun fort is not supposed to be open?
You want cover to balance out the empty space and areas that can be used tactically. The only tactic usable at that fort is to sprint as fast as you can towards the hill. After you have the hill secured, you've won.
My score remains until I see something that is actually capable of being called a raid base.
-- ORPHEUM -- |
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| 19 Jan 2016 09:45 PM |
There's tons of cover all over the place?
I really don't see what you're talking about.
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Orpheum
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| Joined: 01 Apr 2009 |
| Total Posts: 572 |
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| 19 Jan 2016 09:46 PM |
The only 'cover' worthy of being called cover is the hill. After the hill is taken, you've won. Scattering props around a map is not creating cover. You have to plan where you place these things tactically.
You need to make enemies think about what they are doing. Your fort must be both a combat and learning experience for your raiders. Do something unique and make it stand out.
Again, my rating remains.
-- ORPHEUM -- |
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| 19 Jan 2016 09:48 PM |
What could I add to balance it out?
Would a large building (maybe one of those towers) in front of the raider spawn work? Maybe remove the towers and put larger, enter-able buildings in their place?
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Orpheum
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| Joined: 01 Apr 2009 |
| Total Posts: 572 |
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| 19 Jan 2016 09:53 PM |
Add some cover that blocks the firing advantage the hill gives, such as some open shipping containers, destroyed transport vehicles, or a few aircraft that can be entered.
Basically, you will want some areas where the map will have long ranged combat, and areas where there will be close combat. I would suggest having long ranged combat on the approach to the hill, and close combat behind the hill. Perhaps make the route to climb the hill a bit more arduous so they have to actually fight for it?
I am not really sure until you flesh out the rest of the map. You can also make those hills more accessible. The center of the map feels too flat as well, you can probably add some larger bumps here and there to increase elevation, etc.
But, in the end, it depends on the design choice you are going for, so you can do as you like as long as it works for your purposes. My ratings are just generally harder than most other's on ROBLOX.
-- ORPHEUM -- |
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2risky4u
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| Joined: 16 Nov 2013 |
| Total Posts: 28 |
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| 19 Jan 2016 09:54 PM |
-it's all filler, there's no meat to the build -smooth terrain should not be used if one intends to smear it everywhere without any interesting features -what IS there seems to be heavily inspired from conex (except maybe watered down) -aesthetics aside, it seems like a godawful base to play in -points for the low-lying fog though
4/10, meh |
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ExoSin
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| Joined: 16 Jan 2016 |
| Total Posts: 40 |
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| 19 Jan 2016 09:56 PM |
| I'd like to raid that fort <3 |
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spIashes
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| Joined: 01 Jul 2010 |
| Total Posts: 10568 |
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Milnaria
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| Joined: 29 Apr 2014 |
| Total Posts: 7536 |
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| 19 Jan 2016 10:02 PM |
| Ex, when it comes to your buildings; other peoples opinions don't really matter. It's what you think of it that matters. It's your concept, your idea, your place etc, and no one else can have the same vision as yours. Just keep going with your idea and it will be better, |
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| 19 Jan 2016 10:04 PM |
gyazo/a7e96d74bb2a5cdb9bc1c4f0a395402c
Would that work in making it harder to hold the hill? (Would make the circular area a whole building)
I could also add one in front of the defender spawn for a similar effect
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| 19 Jan 2016 10:06 PM |
The thing is Mil I have no tactical insight whatsoever and I dont want this fort to turn out bias for either side
(Well, maybe a little bit for the defenders.)
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| 19 Jan 2016 10:06 PM |
Splash the problem with adding detail is I don't want it to lag tons
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