Call of Duty: Black Ops III

Call of Duty: Black Ops III

QUIET TOWN: VOL. 2
Arthys May 27, 2022 @ 10:09pm
2
Map Review
For those experiencing FPS issues after killing the first panzer, I recommend attempting to fully toggle your flashlight. I had my UV light on for the duration of the match and experienced extremely bad frames until I eventually turned it off, which immediately solved the issue for the remainder of the match. Afterwards I was still able to fully toggle the flashlight without any further issues.

As for the review itself - I am actually still playing right now! I am playing it entirely blind (no walkthroughs etc.) and so far I have completed the easter egg quest up until the buyable ending door and achieved two (maybe three? hard to remember) songs, plus six free perks, some of which came from the song easter eggs. I've also encountered a jump-scare. Funnily enough, despite all of this progress, I have still yet to find the last shield part and am going to continue scouring for it as well as the remaining songs. By the way, maybe it's a joke or somehow these game songs are legitimately non-copyright, but something doesn't quite track to me with that copyright logic lol.

I've got to say, from an environmental design and map layout standpoint, this map is already a major step forward from your prior project. This has the actual semblance of a detailed map, and I do really enjoy the colorful aesthetic you employ here. With a little more tuning of the design, particularly the 'furniture' or set dressing of the environment to be more natural, I think you could have a really great future in map-making. Whereas many maps fail to convey a solid theme/style, objective, or gameplay standard, you mostly succeed in all three categories. Obviously the objective could be better fleshed out, but I don't think it's a major deal for this map, especially since this is an early project of yours. The appeal of this map is definitely the visuals and unique environment overall (the train, for instance).

Lastly, I want to briefly touch on the objective(s). I think that the side easter eggs for the music (so far as I have done) are perfectly fine and intuitive, as well as the soulboxes (although there is a random non-functioning extra soulbox at the end of the canal that I have not found a use for yet?). It's simple and that's kinda the charm of it all. But I do wonder about the easter egg quest, particularly using the UV light to learn the parkour path. Maybe others will be quicker to catch on than me, but I suspect the majority of players are just going to brute force the jump puzzle before figuring out the association between the roman numerals and the UV light. This isn't necessarily a bad thing; but for future reference,if you intend for players to absolutely use a function, I'd possibly recommend finding a way to make that function more integral. To close, I'd also maybe recommend making shield parts a little easier to find/spot (unless I am just blind/dumb), as finding it after opening PAP and completing the easter egg feels a little inverse for natural progression. Overall though, this is actually a really good map for such an early project of yours - I personally think it displays skill way above what I presume to be your experience so far. Well done!

UPDATE(S):

I have found the final shield piece finally - that's a very tough spot! Part of me really likes it being hidden like that, but another part of me questions what the percentage of players who actually find it without the guide is going to be. I think that it works fine for this type of map though.

Also, I want to speak a little more directly about the style: I really like the choice to use little animated graphics to explain traps and more. That's a really unique style that I haven't seen much of in customs, and it blends very well with the aesthetic of the map. Also, I do think that the environmental music can be a little jarring when quickly moving through areas, as sometimes it just suddenly cuts out or switches to another sound.

As for the train - I really like its inclusion, but in a similar vein to 'Mauer der Toten', I could see a potential need for more foresight or warning about it coming. I think something like a train horn or crossing alarm a few seconds before its passing could be just fine.

And maybe I am just forgetting the immense power of the Mozu, but this thing is still one-shot headshotting, not PAP'ed, at round 28 (though to be fair, I have most of the perks now)! In fact, weapons in general seem very powerful with headshots. Not really an issue, just an observation.

Also, there's a *random yellow tombstone with a skull on it* nearby the train tracks that seems a little suspicious - is it relevant or just there for design?

Anyway, most of what I have listed here aren't game-breaking issues though, just slight suggestions. The map works perfectly fine aside from the FPS issues, at least for me.

After finishing the map, most of my points still stand. This map is really fun!
Last edited by Arthys; May 28, 2022 @ 12:15am
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Showing 1-6 of 6 comments
Markus Darius  [developer] May 27, 2022 @ 10:38pm 
Thank you so much for the review man, criticism and encouragement always help me to improve more in the future!!! and thanks for playing!!!
staticquit  [developer] May 28, 2022 @ 9:06am 
I appreciate you taking the time to leave this wonderful Review! Thank you for the suggestions for the map, we'll definitely think about that!
About the skull, it's a secret :)
Thank you so much for the support and encouragement, and I hope you have an amazing day!
Brecci May 29, 2022 @ 11:38pm 
overkill or death machine not the power up breaks the game
Spyro May 30, 2022 @ 10:18pm 
I think people can find the shield part without a guide. A hint for anyone seeing this is that a certain perk lets you see the parts through the walls.
Arthys May 31, 2022 @ 10:20pm 
Playing it again for the first time since the majority of updates - I'm not certain if this was occurring when I initially played, but I've noticed that some of the lighting is acting a little wonky, particularly relating to the (volumetric?) light emitting from perk smoke and colored lanterns. The most prominent place that I have noticed this is on the bridge by Odin. According to proximity and/or radial direction, the lantern lighting diminishes and the perk smoke changes color. This may be intentional or consequential of the graphics/performance update, and although I personally prefer the look of the bolder (volumetric?) lighting, it may be best to leave it alone in order to preserve performance or resolve those complaints about sight difficulty.
Rumormonger Jul 23, 2022 @ 2:42pm 
I caused a crash when I shot a Hellhound and a Napalm zombie at the same time. So far so great though. I'm just now figuring out where everything is.
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Showing 1-6 of 6 comments
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