I enjoyed playing the recoded Thorin's halls map, but there are several things which I feel like are still a bit rough.
I think for the payload gamemode it would be nice to show the players how far they need to push to reach the next checkpoint, as currently it is quite hard to see if the team has reached the next checkpoint or how far they need to go still.
I also think it will be nice to add time to the game each time a checkpoint gets reached and start with a lower initial time to prevent the game from running for a long while without any progress being made.
I would also propose moving the goblin spawns one checkpoint further back, as currently sometimes they spawn pretty much next to the payload which makes it incredibly hard to push those last couple of blocks into the next checkpoint and can make it feel unfair, but this might also just be because of the map which would be balanced out with possible future maps anyway.
Finally, I got the feeling during the second round where there was only 1 column of players left playing that this map feels a lot fairer with less players, as there isn't a constant stream of new fighters incoming so it gives some time to push a couple of blocks before the enemy returns. This might make it a good option for moments when there are less players online.
I think for the payload gamemode it would be nice to show the players how far they need to push to reach the next checkpoint, as currently it is quite hard to see if the team has reached the next checkpoint or how far they need to go still.
I also think it will be nice to add time to the game each time a checkpoint gets reached and start with a lower initial time to prevent the game from running for a long while without any progress being made.
I would also propose moving the goblin spawns one checkpoint further back, as currently sometimes they spawn pretty much next to the payload which makes it incredibly hard to push those last couple of blocks into the next checkpoint and can make it feel unfair, but this might also just be because of the map which would be balanced out with possible future maps anyway.
Finally, I got the feeling during the second round where there was only 1 column of players left playing that this map feels a lot fairer with less players, as there isn't a constant stream of new fighters incoming so it gives some time to push a couple of blocks before the enemy returns. This might make it a good option for moments when there are less players online.
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