GENERAL
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| Easy to learn hard to master, Gridfall 4b is yet another take on the unconventional non-auto attack hero arena stressing simplicity more than content depth. With a tad bit of innovation, decent visuals, and notable polish the map could easily become a fan favorite, or at least an alternative map to play for "knock out arena" players. Only the small lack of variation and customization could be a significant let down for others in this version. |
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GAMEPLAY
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| At the start of the map, players will notice the amount of variations the playable map area, or grid for this matter, can have. Having the host being able to customize the arena is usually a good point, and it has been executed fairly well. What could have been done to enhance this feature is to actually make it much more flexible. For example, five tiles being the least amount isn't really necessary (My friends and I wanted to do a 20x04). Perhaps the limits should be removed, or at least the minimum.
The actual gameplay of the map is very self explanatory, as why I said it's easy to learn. But this map is hard to master due to the mechanics themselves. The five abilities to use are very straight forward, but to be effective with them would definitely take some time perfecting timing and strategizing. They are also fitting, popular themed, and balanced. Speaking of balance, all players are balanced anyway, as they all share the same hero statistics from the start of the match. One could get an edge on others by racking up on strength, or simply just being better in a game like this, but I have found nothing that could be abused to be over powered against other players.
But besides the customize grid feature, the map becomes very repetitive. There is no team play, no objective based game modes (other than just being the last one alive), no option of items, no option of interactive NPCs. While these things are not necessary, they have become a staple of features in arenas that rarely anyone minds when it's copied from another map. Here's my personal opinion: I would absolutely love it if you add a king of the hill game mode and some sort of team play game mode. Maybe even a slide mechanism option as well. I undestand that you may have wanted the map to be simple, but adding select-able variations does not take that away, as select-able variations don't do away the simplicity factor too much.
The map is throroughly polished, however, there are a few inconsistencies to note.
➤ The ability, after image, suggests that a player can move faster by using it. Since this is not the case, I suggest you take out the unnecessary explanation to why the hero has the ability to avoid confusion.
➤ It would be nice to add an auto restart option.
➤ The map experiences a small amount of lag on multiplayer when power ups appear. This wasn't reported by me, but a friend. It's likely a leak that has to do with spawning the items (your map is protected and going through that hassle to deptrotect it to find what's causing a bit of lag isn't exactly enjoyable, sorry!) |
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AMBIENCE & AESTHETICS
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| It seems like the trend is to part away with the "doodads make everything look better" philosophy in turn for alphas tiles and abstract backgrounds. The map features just that, making it so the visuals are decent to look at while actually being a big part of the map itself (nods to the grid).
Things such as the flashy models and projectiles weren't necessary, but it mimics a cherry on top of an ice cream sundae. The music, storm earth and fire doesn't have to be muted for those who hate it, as there are other bgms (back up songs) to choose from. Those tracks aren't very fitting for the map though, but that isn't an issue or negative point at all. |
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MISCELLANEOUS
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| This is an opinionative complaint, but could you please not make it so if only one player is in the lobby, the match would end? Doing so would allow players to look into things like the items more without having to host again. |
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