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.
...
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.
...
I hope the build team sees this and makes the maps a little more fun than they are now.
...
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.
...
I hope the build team sees this and makes the maps a little more fun than they are now.