#Daybreak V3 Testing | Map Feedback discussion

123 messages · Page 1 of 1 (latest)

tropic maple
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Daybreak V3 is live now!

We’re excited to welcome you to another iteration of our new map, Daybreak! We sincerely thank you for your contributions so far, and we can’t wait to hear what you think about V3! 🙏 MurdockNice

What’s new in V3? DekkerQuestion

🏃 Teleporters have been reworked, and their positions on the map have been adjusted for easier access. The locations they transport you to are now more impactful, influencing fights more significantly.

🦘 Jump pads have been tweaked to take you further into the lane, until the Tier 2 tower in that lane is destroyed.

🔬 Offlane has been reworked: the lane is now longer, and access points have been adjusted. The lane length has been increased to reduce frustration, especially when dealing with high-mobility heroes.

🌲 Additional Bush types have been added to help junglers or roamers sneak closer to certain areas without being revealed.

🔭 Peeking side spots from duo lane have been removed. By removing the center pillar and reducing the width of the side walls, we’ve opened up more space and removed the advantage of right-side peeking.

🪐 Midlane has been reworked with adjusted access points. By removing the ring around mid, we’ve allowed for more open gameplay while maintaining line-of-sight breakers, which will also help with roaming behind the Tier 1 tower.

We’d love to hear your thoughts on V3!

DekkerQuestion How do you feel about it overall? How’s your experience compared to previous versions?

CrunchFist How did the teleporters and jump pads alter your gameplay experience?

GreystoneCharming How are you finding the changes on offlane?

MorigeshCrazy What do you think about midlane?

TheFeyGiggle How does the new bush placement affect your strategy?

Let us know!

chilly night
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First 😛

sour pivot
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🫡

wanton crater
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Invisible walls dealing damages and blocking minions (and not a bit but like all minions) right in front of T2

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Dusk side

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Entry to ally Jungle from left side of the lane, same spot too

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@chilly night

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Replay code : eb55d7ae-d446-4e23-8d47-06a980e3ee5e I was Riktor in this game, our Neon never got to play. We surrended mainly because of this.

chilly night
wanton crater
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7:30 All midlane minions are blocked from Dusk side by a damaging invisible wall

chilly night
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Sounds weird hmm will take a look asap

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Flagged with QA while I'm out

wanton crater
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With my mate we'll test it out once again to see if it's recurent

chilly night
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Thanks if you can get a video that would speed it up for me also

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Or photo

wanton crater
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Well I mean I can get this from the replay, I'll try using NVidia from the next game but it still didn't started

solar phoenix
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I like the map, great upgrade from V2. Lanes look very nice, less line of sight over the map is good. There is a lot more feel/theme to this map👍 Midlane having more leveled space allows for actual fighting in midlane, I like!
Also love some extreme height differences, makes the 3D experience really come alive!
Only thing that feels out of place/needs some work are the gates and both pits (Orb and Fang), but tbh I havent fought there yet. Just visually looks a bit out of place.
My 2 cents after 1 game ❤️

Nice job!

wanton crater
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13:30 in second game, no bugs

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23 mins in second game total there was no bug, I'll video tape the replay

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@chilly night Sending the tape to you in DM, it's 2:20 mins long

chilly night
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Sounds good ty

solar phoenix
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Yea truly meant also, to me this is definetly the right direction! U guys doing great ❤️

digital idol
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guys who is buffed and nerfed

marble gyro
gaunt bone
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I feel like nitro is taking a lot of people from playing daybreak. when it arrived, the matchmaking was a whole lot better. wouldn't be better to deactivate nitro when it's daybreak's turn?

chilly night
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Nitro is off when daybreak is on

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Nitro is on when daybreak is off

steel spire
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@chilly night well done sir the map plays really well imo. The ONLY change I would make would be to take the door away closest to duo lane in the fang pit

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there was a gold flower that couldn't be hit but once the bugs are out I think we're close to a finished product

chilly night
chilly night
drowsy seal
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Played a few games on V3 and besides not being used to the map yet (skill issue) it feels great. I think I prefer it over the current map already.

I am curious as to what the thought process on having 6 river bugs is. I'm assuming by the placement the non-central ones are intended for the junglers to take, but its kind of strange that its the same exact buff that mid laners fight over. If the goal is to have more jungle buffs available, would it make more sense to have a different camp type in those spots?

gaunt bone
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played a good amount of games today, so far I have nothing but praises for the team. loved the teleporters and how they can really help with teamfights in the pit. good job omeda!

steel spire
steel spire
gaunt bone
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not really into the pit, but close

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in mid

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but it's still good that we can get easier access to teamfights close to pit

kindred oxide
kindred oxide
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Did people just not like them or did you decide on something better?

steel spire
chilly night
elfin yacht
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First Impression after 3 Jungle games yesterday. The new map size feels better for coordinated Teamfight action, the portals get you to important mappoints quickly and is still a nice emergency escape after T1 drops. The bushes give alot of nice opportunities to gank more efficient as Jungle or rotating Laner. The Jungle camps Layout is way better placed than before and you have an easy way behind mid T1 to get to your other side like on Sanctuary (no more vertical jungling, but invades still feel rewarding). Last but not least the Objective Pits: The overall shrink of the map got to smaller pits which suits the Teamfights there better. You can feel that you are in a danger zone when you enter there through the chokepoints. V3 is my favourite version of Daybreak so far, good job BelicaSalute

amber epoch
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Love the new daybreak map, my only gripe is the tele pads on the sides of the map. I'm not really a fan of where they're placed, or that they send you to mid lane now.

finite temple
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I’m still not a fan of how steep some hills are. I think it would be good to make them more gradual.

heady swift
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I know the map size is getting reduced but still think it might be too big? Will have to wait for update when size is reduced

chilly night
chilly night
chilly night
amber epoch
kindred oxide
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I actually like the size of the map the way it is now, I hope the reduction is minimal

amber epoch
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OH! I seem to recall an issue with using akerons web in daybreak offlane.

His webs don't seem to latch onto the pillars beside cyan buff.

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Might just be my luck/aim, but I could have sworn it wasn't working for me last night.

grave kayak
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my thoughts

The good

  1. The size of the map is now perfect

  2. Much harder to invade which is good.

  3. better sight breaks have been implemented and for the most part work

  4. more options to engage with elevation

  5. layout problems in traversing the map feel fixed.

The bad

  1. The blue plants need to go they speed up rotations to much the size is perfect if you remove these

  2. the lanes are still way to hard to de ward and gank as a jungler because you can still easily see people coming from the stair case or opening in duo lane, Mid lane only 1 side having a bush and you have to be visable to enter it.. This is still not fixed its way to hard to gank if people actually pay attention. I still think the solution for this is extending the bushes into the jungles beyond the sight lines. The jungle should be scary to enter as a laner if your lacking vision but its still way to difficult for a bush to be scary to face check when you can always see the junglers show up to them..... This is my biggest gripe about the map and its still not fixed!

In League of legends and I know roll your eyes guys dont care its something that makes jungling feel good you have no idea if a jungler is going to gank you without a ward this is a fact. In Pred you can still see people come to the lane gank point without vision and while standing in lane. This is BAD!!!!!

  1. Raptor pit still being 2 ft from the lane so its to easy to contest as the duo lane.

  2. a couple of walled in areas choke points feel to small still I would widen them up just a hair more.

  3. Solo lane is no longer a mountain of saftey and long travel to even attempt to attack them.

Overall much better but still a few things I hope will be addressed.

kindred oxide
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I hope the map size reduction is a placebo test on people because it feels perfects as is.

Also offlane is fucking fantastic, I love the way it looks and the way it feels to play on, I like the length of the lane and how it feels isolated yet still accessible.

I think fangtooth is too close to duolane, not sure what can be done there besides making a bigger gap between them.

grave kayak
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feels flawed

kindred oxide
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Granted the average person probably will not pay attention enough in these places.

grave kayak
chilly night
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im not gonna lie

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the size of the map hasnt changed

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only the teleporters and jump pads to support map size

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v4 has the size changes

pine galleon
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The map right now is in good position IMO and jungle is fairly acceptable

If u can please push the jungle to the extreme limits in order to be good the map would be outstanding

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Another thing to add it is not wrong to take inspiration from other moba games like dota and LOL

I think jungle can have lots of love of these games

sour pivot
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It’s going in a great direction loved playing offlane last night

kindred oxide
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I really love how the landscape melds together well with the various inclines, steeps and formations throughout the map. It allows the perfect balance for vertically capable heros to take advantage of it while not leaving those that cant habitually skill checked.

narrow coyote
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I want to explore the map while not being in a live game. Right now I cannot map the map in my head like Sanctuary, I have to look at the map to know where a pathway leads when its not obvious in the lanes

grave kayak
kindred oxide
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Thats the part that I hope is the placebo test.

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If he does go through with it I hope the reduction is so minor its not even noticible

orchid stag
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Have not had a chance to play V3 yet but reading through this thread is very encouraging. Its good to see the general sentiment starting to shift on the map. V1 and V2 seemed to have extremely negative reactions where as now its largely positive reactions with just a few areas continuing to be tuned and adjusted. Excited to hop in and cant wait until things are more finalized and you guys start to add actual design and world building to it! (still blows my mind that with all the disclaimers people still came to this thread and complained about it looking unfinished...maybe y'all need to add massive text in the loading screen that says "TEST MAP - NO ART/AESTHETIC ASSESTS DEVELOPED YET - FOR GAMEPLAY FEEDBACK ONLY" 😂 )

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Very appreciative of the open testing in which you have involved the community with it being this early in the process and hopefully it opens peoples’ minds up to all of the behind the scenes work that takes place. It also helps give a more balanced perspective to make a map that both the casual and competitive community enjoys

dusky fossil
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Bring back the 3 pillars in midlane please

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The new setup made it lose that uniqueness I loved

amber epoch
supple elbow
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Really loving how all the lanes are feeling. Offlane feels great and really like the way green buff is setup now.
Love that the pillars are gone from midlane.
Duo lane feels good too. Not feeling gold buff position too much. I don't like how it's lower than the duo lane, feels abit awkward.

I think fangtooth is still too close to duo lane. If duo lane is ahead, they can rotate to and from fangtooth with no real reprecussions

grave kayak
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Ya i didnt like cramped feeling of pillars in mid i really didnt like that. Ne mid leagues better

chilly night
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❤️

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im sorry im not active in here, I am reading your comments

chilly night
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what I talked about for v5 when it comes to doors being removed from fangtooth

wanton crater
chilly night
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Made it slightly smaller to allow impact from gadget and Gideon ukts alittle more

steel spire
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The doors were never the problem. The problem is the entrance is too close to the duo lane

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Get one kill and it's a free fang tooth

grave kayak
steel spire
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That door should just be a closed wall

kindred oxide
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Im in agreeance with it being too close to duo lane but as @grave kayak said its gonna take that whole side being revamped.

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So Im not sure what the answer is.

sour pivot
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On legacy feng close to duo, on monilith it’s close to duo. And now day break . So are they all bad designs ?

steel spire
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It's just the door is 2ft from the duo lane

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Jump down and go through

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Takes 3 seconds to be middle of lane and drop down and go into pit

elfin yacht
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Id say it takes roughly the same amount of time to deal dmg to fangtooth like on Sanctuary. If it would take longer i wouldn't gank duo lane and just always solo first fangtooth as Jungle main

grave kayak
hollow glacier
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The new map is sub par on every aspect, lanes are bad, no fog walls, portals, jump pads, terrible verticality, terrible peekaboo blocks on offlane duo lanes, wide open spaces to see across. Everything is terrible, scrap and start over again with the Legacy map we had before!

hollow glacier
sour pivot
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Yeah, that’s what I’m saying and all these maps they’re about in the same spot. Does it need to be farther away from duo like more in the middle of the map? I see everyone complaining about it but not a real answer.

kindred oxide
rare cedar
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That's because the mid lane is far too big and the balcony or stairs, whatever you want to call it, that lead into the jungle are a little out of place. 🤷‍♂️

rare cedar
# grave kayak Big how?

The difference in elevation is much too great on one side, and on the other side there is a staircase and bushes that take up too much space.

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The jungle and the lanes are also too poorly separated. To me, the map looks like an unfinished version of the Overprime map.

hollow glacier
sour pivot
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Nah the map is going ina good direction, getting good feedback and they adjust. Monolith and legacy are non fixable. Daybreak will look just as good or better the. Legacy when they are done. Of course it looks bland and spacey with no love, it’s a base map so they can change and edit it fast.

rare cedar
rare cedar
sour pivot
chilly night
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im the only one working on the map itself (art and UI stuff aside)

Im making drastic changes and building a understanding of where this map needs to go to make everyone or at least the majority happy. Each version is telling me alot and hopefully by the next version everyone or the far majority will be happy with the LAYOUT. Art is still not done or even started

kindred oxide
kindred oxide
chilly night
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ill share some photos of the next version as I get feedback/make the adjustments I wanna do

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pure transparency on the changes as I make them

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seems the size is in a decent spot now so ill keep that

chilly night
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Adjustment 1

Fang side jungle

Whats changed?

-Added river buff back but in a better spot.

  • Made the jungle feel less box like
  • Changed camp locations slightly to flow better
  • Opened up some paths to allow less "im trapped" feeling in fights or paths
  • Raised the floor level to allow it to flow better into midlane and duo lane which also helps fighting in these areas
  • Removed the ugly long ramp

Red white camps
Blue river and other camp
Yellow lines paths

raised the floor by around 500 units which removes alot of the ramps/Side feeling when fighting down