BIOC Lobby - "Return of the REM"
Saturday, July 13, 2014
Host: REMkings
Seeing how it's already been a while since I held this lobby, I'll go ahead and leave my own feedback right away.
The Cold White Chorus - by REMkings
Linear map in a hospital, with a working elevator.
(my own map, please provide feedback)
Percy - by REMkings and Elliot
Linear map in a dark and misty forest, with invisible zombies.
(my own map, please provide feedback)
Cédricville Unleashed - by REMkings
World War 2 themed Free Roam map, that utilizes the gametype The Beast Within and allows for roof access and vehicle gameplay.
(my own map, please provide feedback)
The Long Way Around - by Auburn
Linear map with a tank.
Like Paints already mentioned over here, I agree that the first phase was a bit harsh on the zombies. Maybe make it easier on them to attack from the left (human's point of view) by adding some crates or something. But, when we tested the map again yesterday (July 19th) in Zandrils lobby, I felt that the other issue I had with the map - being the early teleportation of zombies - had been improved upon greatly. You're getting there with this map, it's almost in perfect shape now.
Boarding Pass - by Zandril
Hivemind map in a train station hall.
This map was thoroughly enjoyed by the players in the lobby. Each round the humans found a new spot to hold out in and as a zombie I didn't feel too uncomfortable trying to infect the humans. I do wish the train would've been more of a solid holdout on its own but there's not much you could do about that anyway since it's located in the middle of the map.
I really liked the aesthetics on this map as well. Especially the phone booth.
Cornerstone Manor - by Zandril
Last Stand map around a mansion, with an outside area.
Again the aesthetics on this map were pretty amazing (clothing line ) and I liked the theme a lot. Having an outside area felt fresh and having to go out there to get the majority of the weapons made for a good Risk vs Reward mechanic. Plus, the shotgun in the back of the truck was a really nice touch. However, there wasn't really any reason for the players to stay outside. It would've made for more varied and more interesting gameplay if the humans wouldn't stick to the manor each time. A way to accomplish this would be to add some sort of hill outside which could function as a good vantage point. I think that would increase the replayability of the map. Overall, definitely a fun map though.
Saturday, July 13, 2014
Host: REMkings
Seeing how it's already been a while since I held this lobby, I'll go ahead and leave my own feedback right away.
The Cold White Chorus - by REMkings
Linear map in a hospital, with a working elevator.
(my own map, please provide feedback)
Percy - by REMkings and Elliot
Linear map in a dark and misty forest, with invisible zombies.
(my own map, please provide feedback)
Cédricville Unleashed - by REMkings
World War 2 themed Free Roam map, that utilizes the gametype The Beast Within and allows for roof access and vehicle gameplay.
(my own map, please provide feedback)
The Long Way Around - by Auburn
Linear map with a tank.
Like Paints already mentioned over here, I agree that the first phase was a bit harsh on the zombies. Maybe make it easier on them to attack from the left (human's point of view) by adding some crates or something. But, when we tested the map again yesterday (July 19th) in Zandrils lobby, I felt that the other issue I had with the map - being the early teleportation of zombies - had been improved upon greatly. You're getting there with this map, it's almost in perfect shape now.
Boarding Pass - by Zandril
Hivemind map in a train station hall.
This map was thoroughly enjoyed by the players in the lobby. Each round the humans found a new spot to hold out in and as a zombie I didn't feel too uncomfortable trying to infect the humans. I do wish the train would've been more of a solid holdout on its own but there's not much you could do about that anyway since it's located in the middle of the map.
I really liked the aesthetics on this map as well. Especially the phone booth.
Cornerstone Manor - by Zandril
Last Stand map around a mansion, with an outside area.
Again the aesthetics on this map were pretty amazing (clothing line ) and I liked the theme a lot. Having an outside area felt fresh and having to go out there to get the majority of the weapons made for a good Risk vs Reward mechanic. Plus, the shotgun in the back of the truck was a really nice touch. However, there wasn't really any reason for the players to stay outside. It would've made for more varied and more interesting gameplay if the humans wouldn't stick to the manor each time. A way to accomplish this would be to add some sort of hill outside which could function as a good vantage point. I think that would increase the replayability of the map. Overall, definitely a fun map though.