RolatoR wrote:nice map, i like the "volvo" :icon25: style and especially the ramp jump over the red light to the RG!
Yeah, I like this too, but beta2 is more "new beetle" than "volvo". Pressure of milions of fans - I hate myself for being such conformist
Lukin wrote:
Known issues:
- "black holes" flashes in some corners of the map
i had that problem too it was caused by two vis_portals touching each other.
Thanks, that helped.
swelt- wrote:
Not sure about the RA location - I can see you are going for a CPM3 style teleporter, and perhaps if I understood the layout better I would be able to comment better, but right now it doesn't feel like the best placement for it.
I like the YA, and the number of options to reach it. MH also looks OK, tho I found the staged ramps that lead to it very annoying - getting ramped air and missing the jumps.
The room with RA is completly deleted and ramps near MH are redesigned. Whole map is less complicated so I think learning the layout will be much easier now.
StormShadow wrote:There seem to be an awful lot of ramps - its hard to get any good momentum without hitting one of them and popping up into the air. Maybe get rid of a few, and just leave the ones in the key locations.
Well, I'll try but for now the only ramp I could think of that may be removed is the one below RL.
Your slime doesnt make any noise when you go through it, and im getting weird reflections when looking into it.
Speaking about noise - I totally forgot about ambient sounds.
The slime is not a problem because I already decided it will be removed in a next version - though it's still there in beta2.
The custom skybox seems like a bit of a waste, as you cant really see it from anywhere.
I replaced it with a standard "stars sky", mainly to save my bandwidth
Good map - it performs very well, and is loads of fun to run around in. Cant wait to play some ppl on it.
It's just a warm up before entering into VIA/D3W competition
