Murder FeedBack: Murder maps

Timelord

Heroic Partier
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Apr 8, 2015
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Before you say anything I know there is a way to say your information about your opinions on the map, yet this is about a certain subject that needs to stop happening and is very common with newer maps.
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1. I would like to suggest that barrier blocks are only used for the outside of the map, not the inside. I been having a reoccuring problem on some maps or over use with them. One major example of this is grave gardens. That one area to stop people from getting on trees is nice and all yet it isn't shown which makes players not knowing how to fight some one in certain places. By this I mean I could be hitting the barrier block without even knowing.

For example dojo is completely unenjoyable because of this fact, the barrier blocks are just everywhere and the map feels more for looks than actual gameplay. I don't even wanna know why dojo was accepted as the map itself is overall a bad map in so many ways.

2.Anyways my second thing I would like to point out is the map designs as they certainly are not gameplay based.

Maps such as Lunar, has the problem with farmland, a new map called garden estate has also this. Just not adding it into the design would of been better instead of focusing on looks or whatever the reason was. Again back to gameplay. The gameplay is heavily impacted by the map, if it was a flat map the murderer would have no chance, or if the map had some blocks of land that protected from attack would give the murderer more of a chance to win. Of course sometimes the murderer looks more advantageous such as the map dino mines but really we are destroyable.

3.The map should rarely leave you in a corner, yes you got into that corner yet the map Factory has many of these corners. Factory is one of my most unliked maps (not including temple or mansion). It is simular to dino mines in many ways, yet dino mines allows the center to be controlled easily, while factory the main spot for players to go is hard to control and the only playstyle that works there is rampaging enemies left and right until you win.

4. My final feedback is the idea of map size. Factory for example is way too small, it is as big as overgrown yet overgrown is bigger. I am not measuring blocks but the time it takes to travel every room. Factory it would take a lot less time than overgrown. Factory has such a small amount of areas its crazy. Temple of course is just insane and would take a huge amount of time to check everywhere.
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I hope the build team sees this and makes the maps a little more fun than they are now.
 
Factories size is just perfect, not too big and not too small, it has plenty of emerald spawn points for both the murder and bystanders, But I agree with you on Garden estate and temple
 
Factories size is just perfect, not too big and not too small, it has plenty of emerald spawn points for both the murder and bystanders, But I agree with you on Garden estate and temple
I didn't point out specific maps but certain points of those maps. I genually don't like factory, but that wasn't the point I was trying to make here. Factory is a very simple design, too simple that the gameplay does not fit the map. As many developers know the map makes a huge impact on a game. Take a basic game such as hitting the ball into the goal. This could be arranged so many ways such as a football, soccer ball, or golf ball. The map completely affects the game. Like if soccer(or football for non americans and such.) were to use the golf course as a map. The map is just too big to be playable. If the map was 4 feet long it wound not be much fun.
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Another example of this is atlantis. Yes it appears big but in the time to search everywhere it is pretty small. Expand your mind a bit and give some thought into it.
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Barrier blocks are all over the map to stop you from map abusing and going places you shouldn’t be going, I agree dojo does have a lot of barrier blocks which don’t need to be there, however the rest tend to not cause many issues and I think they’re fine as they are.
 
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Barrier blocks are all over the map to stop you from map abusing and going places you shouldn’t be going, I agree dojo does have a lot of barrier blocks which don’t need to be there, however the rest tend to not cause many issues and I think they’re fine as they are.
Barrier blocks were the main thing I wanted to point out so thanks.

Yea I think everything else besides Dojo and grave gardens is fine to be honest. Yet my two points that I want to point out because of that is that the map was fixed by taking the easy route not a longer route. For the grave gardens barrier another stair case could of been created from the outside instead (very useful to stop campers btw). For Dojo the map was released with all those barriers, I as before don't know why it was.

For example italy was fixed with the roof glitch by adding a layer or two so players couldn't parkour to the roof.
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I am fine with how things are as there are ways around this yet I am just suggesting the next time the build team makes maps or fixes them take in these ideas before building. Because tiny things affect gameplay. As well at times barrier blocks look a little unprofessional.
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Thanks for reading I hope this helped you see my idea a bit more clearly as I didn't give exact examples.