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CastleCrasher 2k14

Posted: 04 Sep 2014, 16:51
by syzygy
this is bad.

Re: CastleCrasher 2k14

Posted: 04 Sep 2014, 17:04
by Soprah
The best feedback I've ever seen.
/Irony off

People are spending time & effort on their maps... especially papychampy is building tons of maps and still trying to keep quality (and he accomplishes it). Those guys deserve constructive feeback.

So if you don't mind, tell us why you dislike it.
Some examples of how to approach it:

- Too many/too less def spots?
- Too many ways/ too less ways for the atk to reach the pole area?
=> Are these ways too much fortified?
...

Regards,
Soprah

Re: CastleCrasher 2k14

Posted: 04 Sep 2014, 19:10
by syzygy
can you mention 1 improvement it has over the regular castlecrasher?

Re: CastleCrasher 2k14

Posted: 04 Sep 2014, 19:50
by UrinStein
syzygy wrote:can you mention 1 improvement it has over the regular castlecrasher?
I haven't played this new version of the map, only the original, but I'd guess, it uses the new blocks that have been added over the course of these 2 years and therefore is much more representative of the current state of the game. Being a Nadeo map this is actually something you have to consider, when reviewing this map.

Still not having played this game, I could probably think of 3 things that are negative about this new version, but I don't care really, and so it's your turn. I'm actually pretty interested in what you have to say about it.

Re: CastleCrasher 2k14

Posted: 04 Sep 2014, 23:21
by dovahk1n
It's like papychampy focused more on the "aspect" of the map, than on the possibilities of the gameplay. I mean, lot of new blocs are implemented but useless because you can't do any movement with it, or worse, it breaks your current movement. U can't play defence with advanced spot now, because the fence is almost impossible to defend/useless to defend, and the railpad no longer cover it. No offence to papychampy, clearly i loved lot of his maps, but since few updates, i feel like his maps are ignoring the new gameplay of SM. So many remakes of CC are way better, i don't understand why Bervt picked up this one (and why he didn't ask the community about it).

Re: CastleCrasher 2k14

Posted: 04 Sep 2014, 23:49
by novationx
I told you papychampy ^^
I made 10screenshots with "walljump here" '"walljump here" and you didnt change a single one.

It breaks the map a bit & limits gameplay/movement. For you its a detail, but for competitive players its everything.
We dont need decoration.

5.5/10 for the map :)

Ofc how syzyzgy posted it , shows absolutely no respect.

Re: CastleCrasher 2k14

Posted: 05 Sep 2014, 01:52
by UrinStein
novationx wrote:Ofc how syzyzgy posted it , shows absolutely no respect.
Nadeolive has lost all of its respect to the craft though. >.<

I really liked the old maps for Royal and Elite. That was actually one of the first things I thought when I starte playing the game: them maps are fun! They complement the game.

But after release the quality of maps (especially nadeolive maps) decreased dramatically. Why? Because they used way too many new blocks. I made this post already in some other thread once. Nadeo's mapper(s) force themselves to use all the new blocks, obviously as a showcase, for the players to qucikly get an idea, what they can be used for. But all we see is, how they destroy the movement of every single map.

Sure it's not the mappers fault, when the blocks he has to use are simply bad and have no business at gameplay areas. But how come that this very person won't go and tell the people who decide which blocks are added to the game:
this is bad.
And if he does, why does nobody listen to him?
An experienced mapper would be such a powerful source of information on the state of the game. Most things concerning the gameplay I learn while analising maps.

I always wonder: do the people, responsible for the maps being released, even play the game? And I don't mean every now and then, but really putting some effort into the game.

The nadeolive maps always show a huge understanding of the editor, but none for the gameplay.

Long story short: Please stop making us play on decoration only.

Re: CastleCrasher 2k14

Posted: 05 Sep 2014, 05:32
by sadzealot
Soprah wrote:People are spending time & effort on their maps... especially papychampy is building tons of maps and still trying to keep quality (and he accomplishes it). Those guys deserve constructive feeback.
He's gotten the same feedback before: Stop trying to use all the useless [edited by Cerovan] new blocks and make all maps so god damn deocrative and focus on the gameplay aspects when making new maps (or new versions of the map)

He did the exact same thing with CastleCrasher with the release update last year. Got the same criticism.

[edited by Cerovan]

Re: CastleCrasher 2k14

Posted: 05 Sep 2014, 14:54
by Cerovan
We told you to be careful with your language sadzealot, it's time to take some vacation again :(

Re: CastleCrasher 2k14

Posted: 05 Sep 2014, 16:11
by caspa
So, for the final mappack update we get another remake of a map (that still DOESN'T need any changes..) which clearly hasn't been properly tested for gameplay. On the other hand this is the 2nd update to the mappack and all the other maps have mostly had meaningful, better changes to them.

With some ESWC qualifiers coming up in a weeks time it just doesn't make sense to me that they would remove a couple maps which people were used to and just slot something else in. As well as that, its been declared that the maplist won't change now. So, 1 week before international eswc quals we get this thrown in and theres basically no chance of it being removed or modified now. Brilliant.

I just don't understand the logic. We've already got a bunch of maps now with portals and shit, why do mappers continually try and remake classic maps? Instead they just get butchered and we're left with a far more subpar version.
As for the map itself... being a player that has played CastleCrasher throughout all iterations of SM, this new version feels nothing like what made the original quite good. You're basically forced to defend 3 at the back - what was good about original CC is that there were actually many variations in how you could play (more than just aggressive/defensive). Now its just like, hide at the back and spam. And why is there some massive stairs by the pole now? Jesus christ its bad.