Wow thanks
I don't know if running RA/PG/RG would work so well against a human, if someone was doing that to me I would get the mega+YA/RL/LG and wait at RL until you came up the jump pads, or wait at GL until you went for RA, and spam rockets down. When I play the bot I don't usually venture down to RA until I know its up. Also on the upper level if I have control, I can get to nearly all areas of the map really quickly and have the highground.
But yeah, for bot play, I could try some tricks to get the bots to go upstairs. I think the top area of the map is quite difficult for them to move around, so maybe I could put a few things in place to make it easier for them.. they tend to RJ up to the GL area instead of using the teles. But maybe if I put a little ledge in along the wall they wouldn't do that. I'm no expert on bots though so can't say for sure O_o
foralarx2k3 wrote:I might be inclined to suggest moving the RG to the GL ledge.
Something I have considered is to remove the RG. I don't think the map really needs it, and could be more fun without it. Someone suggested adding the nailgun to the map, but I wouldn't be able to add it to the Q3 version.. also I'm not sure how to add the NG, lol..
foralarx2k3 wrote:Swapping over the SG and PG [...] placing a second SG in front of the TP underneath the MH.
I like the idea but I'm not sure how having two SGs would affect the gameplay, because in QL the SG is a really powerful gun. I'll give it a try though
foralarx2k3 wrote:ditching the RG pool and placing the RL down there. Moving the GL to where the RL is and then I would also consider using smaller health near where the RG is currently placed, thereby encouraging the need to go further afield to replenish your health.
I agree with all of this, nice stuff
foralarx2k3 wrote:In terms of the map structure, I think it would make more sense to remove the player clipping that stops you falling through the gaps above the curved stairwell at the upper YA. This would make for a much greater challenge there, also it just looks plain weird seeing some standing in mid air.
Hehe, I was waiting for someone to say that... I was kind of split between the two ideas. But yeah I think I'll remove the clipping there now. I know what you mean

and people can always use the ledges on the side to make sure they don't fall down.
foralarx2k3 wrote:The lip of the ledge for the window overlooking the YA next to the current SG ledge could do with being a little bit bigger making it easier to get back to the SG ledge from there and again improving flow.
Good idea, I'll do that
foralarx2k3 wrote:The broken doorway / hole in the wall next to the LG looks really affective, but could possibly do with just a little more height to improve flow.
I'm not sure about this atm. I don't want it to be too big, but yeah could do with a bit more height. I want it to be hard to smoothly jump through it, but repeatable. Actually I like the position of the hole, but the rest of that area I'm not too happy with, seems a bit too flow impeding. So I'll try and improve that area a bit more.
The textures are just temporary atm, literally I spent about 10 mins on it.. so its something I will worry about later
Thanks for all your comments & suggestion mate, its a big help
