KaiserNeiner Posted January 21 Banned Posted January 21 Name: Kaiser Steam ID 64: 76561198253466298 Discord Username (Not Display Name): kaisertener Feedback Focus: New Map feedback Content: Writing this to hopefully be a thread for people to give feedback on the new map. I am 100% a fan and believe it opens the door for some huge potential down the road. Let's start with the main map guy: PrinceZay. From my understanding, this dude was accepted as a dev assistant on the 7th of January, with the new map releasing on the 18th. If it was just Zay doing the heavy lifting(we can infer this due to the map string having his name on it and personal anecdotes), then this project took 11 days. That is absolutely insane for the edits made to the map and how fast the turnaround was. No idea who else was involved or how many map testers/VA+ that got access to dev server to check it out for bug checks helped out, but if it was mainly Zay then the work he did in the short amount of time could rival some major map makers. Previous Corellia - The Good: Corellia had a lot of decent features on it that made it a good map. People loved to hate on it when we were there but once we left and cycled a bit, there was a genuine push from some community members to swap back. The interior of the base was awesome. Design was good, we had a load of normal sim rooms, brig was good, ER had its first "minigame" in years, and the overall vibe was awesome. The Jedi Temple was a damn temple, it had a huge cave, massive ceilings, unique designs with the rooms. The LAAT sim rooms/teleports were unique and the two VERY different atmospheres they held spiced up gameplay enough to make events, encounters, or tryouts interesting. Previous Corellia - The Okay: There were 2 small issues with the base design; location of the ER and the BCC buttons. Engine room could be explained as a valuable POI that if we were overrun, we would have to push back heavily to retake the ER. From a tactical point of mind, it made no sense to have engine room access as one of the first things in the base. The defcon buttons were placed in a weird count, and the alarm was WAYYY too loud. The slaver camp was just ripped right from the trandoshan slaver camp map with minimal effort put to an official Republic Outpost. The MUSIC from the Guild Hall and the Temple was loud af and got annoying p quick. That DAMN TREE OUTSIDE OF TEMPLE THAT VISUALLY BUGGED OUT EVERYDAY. Previous Corellia - The Bad: One of the biggest complaints I ever heard on Corellia was the outside terrain. It was awful. Dark and difficult to see, flat but tree covered on the river level and then nothing but plateaus above the base or on the cliffs. There was some serious texture lacking from the map as a whole and it made gameplay repetitive to a point where base attack number 523 was better than leaving the base for an mission. Using Coruscant and Illum to build and host events became the norm and the terrain outside was basically used just for patrols or quests. Parts of the map felt empty and lame and not worth engaging in. "New Corellia" - The Good: The terrain has been fixed and damn is it good. There are these natural paths that lead up to higher elevations, holes in the mountain sides, cliffs, new small buildings, etc. Any issue or complaint with the terrain previous has been improved by a mile and it is genuinely a better map. Lighting is better, skybox feels bigger too. The new replacement for Illum is awesome, the room is maybe 4-5x as big and sectioned off so people *could* host 4 tryouts at once in there. We kept the other sim rooms, Coruscant remained, and there aren't many changes to the interior of the base. The village location has been improved and the small Republic tower/armory there is a nice touch. Having the village and Guild Hall separate is good for what the Guild/civis are currently working on. I'm a huge fan of the slaver camp being moved and then adding the tree platforms in the Swamp over there. It adds for a potentially larger scale battlefield if you're retaking the camp and a slight change in terrain. Moving the Temple under the base allows for jedi and clones to easily interact with each other rather than needing to force leap across the entire map to get to base. "New Corellia" - The Okay: The undercroft of the Courtyard was a cool platform to have below the cliff base and I'm bummed it was removed. Nothing too important really but it was a nice layer to the base and it's disappointing to see it gone. Both the tower at the end of the main base ramp next to the crash site and the tower next to the village in the far corner are super lack luster, having another room inside or a staircase rather than an exterior ladder might have been cool. The village houses are just huts, I suppose that could work with the lore for the planet but in terms of RP at the village, there isn't a lot to do with the same size mud huts for homes. The crash site feels out of place for its location, and perhaps a different POI would work in that location, maybe similar to how Rakata had an expanded platform out past main gate? Perhaps move the crash site to a more secluded part of the map? "New Corellia" - The Bad: There's not a lot of glaring issues. I'd say the only 2 that really show up is the lack of effort put into the area above the base, it's just a small armory building and a comms tower prop. I don't know what could be there, but having those two things there just feels out of place and unnecessary. The rest is just flat that could use some terraforming. Also there isn't any "official" Republic Outpost, and I think that's pretty important for most of the base maps. If it's supposed to be the tower thing at village then it's too small, if it's supposed to the crash site then there's nothing really there, and if it's supposed to be the slaver camp then it's confusing. Perhaps it's supposed to be heavily contested. In summary, the revamped version is good and a much needed improvement to the old Corellia. Most Synergy and GMOD players know nothing about the ins and outs of map making, so my feedback is from someone who doesn't comprehend the effort involved. Banakin did a good job with the base and the temple for this map, and Zay seems to have expanded on it and heavily improved the outside terrain. There is A LOT more good than bad with the new version. If Zay did this in just 11 days then holy shit this is awesome. Guy crushed it as his first "project" for Synergy. SO to anyone else that helped or did any work for this map, I hope we stay here for a bit. 3 Kaiser Zeros Clutch
Banned Posted January 21 Name: Kaiser Steam ID 64: 76561198253466298 Discord Username (Not Display Name): kaisertener Feedback Focus: New Map feedback Content: Writing this to hopefully be a thread for people to give feedback on the new map. I am 100% a fan and believe it opens the door for some huge potential down the road. Let's start with the main map guy: PrinceZay. From my understanding, this dude was accepted as a dev assistant on the 7th of January, with the new map releasing on the 18th. If it was just Zay doing the heavy lifting(we can infer this due to the map string having his name on it and personal anecdotes), then this project took 11 days. That is absolutely insane for the edits made to the map and how fast the turnaround was. No idea who else was involved or how many map testers/VA+ that got access to dev server to check it out for bug checks helped out, but if it was mainly Zay then the work he did in the short amount of time could rival some major map makers. Previous Corellia - The Good: Corellia had a lot of decent features on it that made it a good map. People loved to hate on it when we were there but once we left and cycled a bit, there was a genuine push from some community members to swap back. The interior of the base was awesome. Design was good, we had a load of normal sim rooms, brig was good, ER had its first "minigame" in years, and the overall vibe was awesome. The Jedi Temple was a damn temple, it had a huge cave, massive ceilings, unique designs with the rooms. The LAAT sim rooms/teleports were unique and the two VERY different atmospheres they held spiced up gameplay enough to make events, encounters, or tryouts interesting. Previous Corellia - The Okay: There were 2 small issues with the base design; location of the ER and the BCC buttons. Engine room could be explained as a valuable POI that if we were overrun, we would have to push back heavily to retake the ER. From a tactical point of mind, it made no sense to have engine room access as one of the first things in the base. The defcon buttons were placed in a weird count, and the alarm was WAYYY too loud. The slaver camp was just ripped right from the trandoshan slaver camp map with minimal effort put to an official Republic Outpost. The MUSIC from the Guild Hall and the Temple was loud af and got annoying p quick. That DAMN TREE OUTSIDE OF TEMPLE THAT VISUALLY BUGGED OUT EVERYDAY. Previous Corellia - The Bad: One of the biggest complaints I ever heard on Corellia was the outside terrain. It was awful. Dark and difficult to see, flat but tree covered on the river level and then nothing but plateaus above the base or on the cliffs. There was some serious texture lacking from the map as a whole and it made gameplay repetitive to a point where base attack number 523 was better than leaving the base for an mission. Using Coruscant and Illum to build and host events became the norm and the terrain outside was basically used just for patrols or quests. Parts of the map felt empty and lame and not worth engaging in. "New Corellia" - The Good: The terrain has been fixed and damn is it good. There are these natural paths that lead up to higher elevations, holes in the mountain sides, cliffs, new small buildings, etc. Any issue or complaint with the terrain previous has been improved by a mile and it is genuinely a better map. Lighting is better, skybox feels bigger too. The new replacement for Illum is awesome, the room is maybe 4-5x as big and sectioned off so people *could* host 4 tryouts at once in there. We kept the other sim rooms, Coruscant remained, and there aren't many changes to the interior of the base. The village location has been improved and the small Republic tower/armory there is a nice touch. Having the village and Guild Hall separate is good for what the Guild/civis are currently working on. I'm a huge fan of the slaver camp being moved and then adding the tree platforms in the Swamp over there. It adds for a potentially larger scale battlefield if you're retaking the camp and a slight change in terrain. Moving the Temple under the base allows for jedi and clones to easily interact with each other rather than needing to force leap across the entire map to get to base. "New Corellia" - The Okay: The undercroft of the Courtyard was a cool platform to have below the cliff base and I'm bummed it was removed. Nothing too important really but it was a nice layer to the base and it's disappointing to see it gone. Both the tower at the end of the main base ramp next to the crash site and the tower next to the village in the far corner are super lack luster, having another room inside or a staircase rather than an exterior ladder might have been cool. The village houses are just huts, I suppose that could work with the lore for the planet but in terms of RP at the village, there isn't a lot to do with the same size mud huts for homes. The crash site feels out of place for its location, and perhaps a different POI would work in that location, maybe similar to how Rakata had an expanded platform out past main gate? Perhaps move the crash site to a more secluded part of the map? "New Corellia" - The Bad: There's not a lot of glaring issues. I'd say the only 2 that really show up is the lack of effort put into the area above the base, it's just a small armory building and a comms tower prop. I don't know what could be there, but having those two things there just feels out of place and unnecessary. The rest is just flat that could use some terraforming. Also there isn't any "official" Republic Outpost, and I think that's pretty important for most of the base maps. If it's supposed to be the tower thing at village then it's too small, if it's supposed to the crash site then there's nothing really there, and if it's supposed to be the slaver camp then it's confusing. Perhaps it's supposed to be heavily contested. In summary, the revamped version is good and a much needed improvement to the old Corellia. Most Synergy and GMOD players know nothing about the ins and outs of map making, so my feedback is from someone who doesn't comprehend the effort involved. Banakin did a good job with the base and the temple for this map, and Zay seems to have expanded on it and heavily improved the outside terrain. There is A LOT more good than bad with the new version. If Zay did this in just 11 days then holy shit this is awesome. Guy crushed it as his first "project" for Synergy. SO to anyone else that helped or did any work for this map, I hope we stay here for a bit. 3 Kaiser Zeros Clutch
Dono Posted January 21 Posted January 21 (edited) lol VAs have 0 access to anything dev, especially not the dev server. All QA credit should go to the amazing members of the QA team. I think this version of the map actually makes the map useable. I did not play on the server when the old map was used and the prospect of the old map being the main base gives me nightmares. This map edit completely reclaims the map to be useable for anything worthwhile on synergy. My only suggestion to this map would be to add a giant tunnel through the ridge line in the middle of the map that connects the base directly to the forest. Edited January 21 by Dono You see how this looks 👀
Posted January 21 (edited) lol VAs have 0 access to anything dev, especially not the dev server. All QA credit should go to the amazing members of the QA team. I think this version of the map actually makes the map useable. I did not play on the server when the old map was used and the prospect of the old map being the main base gives me nightmares. This map edit completely reclaims the map to be useable for anything worthwhile on synergy. My only suggestion to this map would be to add a giant tunnel through the ridge line in the middle of the map that connects the base directly to the forest. Edited January 21 by Dono You see how this looks 👀
KillJoy Posted January 21 Banned Posted January 21 I know a people know but half of the columns and statues in the temple people can hide in. I know this is a temp map but that’s the only feedback I have everything is is great Current: Last good 104th Yoda Past spots: 501st XO, 501st CMD, 501st WO Appo, TC Hardcase, 332nd Officer , ATK Reg Purge, Keller Unit Vinnie, General Luminara, 41st GCO ARCL Draa, 3rd Crosshair on the Server, Hunter, Sith Marauder, Alpha 66 Muzzle, TRO, GMM, VA x3. CIS Tac Droid, Guild Cabinet Member, Guild Marshall Embo, Guild LT, ARCM Colt, Dash 44, Wolfpack Mortarx2, Naval Jedi Lead Capt, SHDXO 02, Null-10 Jaing, Null-5 Prudii, Null-11 Ordo, Alpha of the Order, Baylan Skoll x2, Thorn, Kit Fisto, Hound, Gearshift, Waxer, Military Advisor, and Yoda but didn’t get distinguished even tho clutch did after his three day term - thanks Soda
Banned Posted January 21 I know a people know but half of the columns and statues in the temple people can hide in. I know this is a temp map but that’s the only feedback I have everything is is great Current: Last good 104th Yoda Past spots: 501st XO, 501st CMD, 501st WO Appo, TC Hardcase, 332nd Officer , ATK Reg Purge, Keller Unit Vinnie, General Luminara, 41st GCO ARCL Draa, 3rd Crosshair on the Server, Hunter, Sith Marauder, Alpha 66 Muzzle, TRO, GMM, VA x3. CIS Tac Droid, Guild Cabinet Member, Guild Marshall Embo, Guild LT, ARCM Colt, Dash 44, Wolfpack Mortarx2, Naval Jedi Lead Capt, SHDXO 02, Null-10 Jaing, Null-5 Prudii, Null-11 Ordo, Alpha of the Order, Baylan Skoll x2, Thorn, Kit Fisto, Hound, Gearshift, Waxer, Military Advisor, and Yoda but didn’t get distinguished even tho clutch did after his three day term - thanks Soda
Charles Posted January 21 Posted January 21 New Corellia? Current: Former: 332nd Captain Vaughn | 332ndO Jesse | 332nd Vyse | TC Kano | Omega 22 Atin | DSXO Jek | DSO Thorn | BCMD Fox | Master Jaro Tapal | Dire Squad Sprint Charles | Laxus | BUB | Bana
Posted January 21 New Corellia? Current: Former: 332nd Captain Vaughn | 332ndO Jesse | 332nd Vyse | TC Kano | Omega 22 Atin | DSXO Jek | DSO Thorn | BCMD Fox | Master Jaro Tapal | Dire Squad Sprint Charles | Laxus | BUB | Bana
KaiserNeiner Posted January 21 Banned Author Posted January 21 23 minutes ago, Charles said: New Corellia? unnamed planet rn but new corellia yaya 1 Kaiser Zeros Clutch
Banned Author Posted January 21 23 minutes ago, Charles said: New Corellia? unnamed planet rn but new corellia yaya 1 Kaiser Zeros Clutch
FLiP Posted January 21 Posted January 21 @KaiserNeiner you would be shocked on how long it actually took him lol I know zay will appreciate all the feedback on this. It only goes up from here. Working along side the mapper made the QA process a lot easier I will say.
Posted January 21 @KaiserNeiner you would be shocked on how long it actually took him lol I know zay will appreciate all the feedback on this. It only goes up from here. Working along side the mapper made the QA process a lot easier I will say.
KaiserNeiner Posted January 21 Banned Author Posted January 21 9 minutes ago, FLiP said: @KaiserNeiner you would be shocked on how long it actually took him lol I know zay will appreciate all the feedback on this. It only goes up from here. Working along side the mapper made the QA process a lot easier I will say. I’d love to know the timeline if it’s public. I can’t imagine he’d be working specifically on Corellia edits prior to being accepted as a dev assistant. That would be pretty wacky. Kaiser Zeros Clutch
Banned Author Posted January 21 9 minutes ago, FLiP said: @KaiserNeiner you would be shocked on how long it actually took him lol I know zay will appreciate all the feedback on this. It only goes up from here. Working along side the mapper made the QA process a lot easier I will say. I’d love to know the timeline if it’s public. I can’t imagine he’d be working specifically on Corellia edits prior to being accepted as a dev assistant. That would be pretty wacky. Kaiser Zeros Clutch
FLiP Posted January 21 Posted January 21 He didnt touch the map prior to applying. He can say the exact time if he wants. There were a lot of factors that i believe expedited the process. 1. Bananakin made a good map. Whether you liked it or not. 2. Zay is really good at what he does 3. Zay communicating directly with the team while the changes were being made 4. Zay was fixing issues as we were QAing the map. 1
Posted January 21 He didnt touch the map prior to applying. He can say the exact time if he wants. There were a lot of factors that i believe expedited the process. 1. Bananakin made a good map. Whether you liked it or not. 2. Zay is really good at what he does 3. Zay communicating directly with the team while the changes were being made 4. Zay was fixing issues as we were QAing the map. 1
BUB Posted January 21 Posted January 21 This is the exact intent I had with this forums section, so I'm glad that it is being used! 1 Former: Development Coordinator | Rancor BCMD Colt/Blitz | Alpha 17 | Alpha 98 Nate | Alpha 74 Stec | Navy RI CPO | Senior Admin | TRO | Guild LT | Trauma Designated as Alpha-64
Posted January 21 This is the exact intent I had with this forums section, so I'm glad that it is being used! 1 Former: Development Coordinator | Rancor BCMD Colt/Blitz | Alpha 17 | Alpha 98 Nate | Alpha 74 Stec | Navy RI CPO | Senior Admin | TRO | Guild LT | Trauma Designated as Alpha-64
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now