Thanks for the feedback
AEon wrote:
- The use of shaders that make areas slippery, like e.g. ice, is pretty rarely used. Your central yard makes massive use of this feature. Personally I find it annoying to keep sliding into a wall, when trying to go somewhere else. Well, one could see it as a form of skill one needs to learn, maybe.
concerning the ice in the main area I've added some more snow so hopefully its less annoying to move around in now and I can always add more but I don't want to add to much I think that I will have to find the right balance for this.
AEon wrote:
- Since this is very early in your build, a tip: Be very careful with off-grid brushwork. Your brush approximation of a circle in all the moon-gate doorways is presently showing gaps, especially for the one with the vertical grating. I love those doorways, but you may need to cleanly rebuild them on-grid, or experiment using bent patches for them. The small round window is showing the worst brush gaps, it should be simple to create using patches instead.
Much like the other brush issue I pointed out in my first post I'm also aware of this odds are I will have to rebuild them using patches as you said but that will be something I do in a later version.
AEon wrote:
- Several windows of the upper floor, but even the round window, I would expect you have the chance to jump through them, not presently.
This was intentional I planed on adding some detail to them later that would make them thinner then they currently are so I made the space for them a bit wider.
AEon wrote:
- On the upper floor I do feel that the ceiling is too low. Maybe break out some more of the ceiling to expose sky to make it less claustrophobic, or lift the ceiling somewhat.
The ceiling I had in place was just temporary to make the map feel a bit more filled out I should have noted that in my first post but since you brought it up I've done a bit of work on it by the ra and the upper windows to make it a bit less claustrophobic let me know what you think.
AEon wrote:
- When on the upper floor, running from the RA to the RL, continuing, you run into a dead end wall, the exit of your TP. Only way to continue is to jump down to the round window. This badly breaks up the flow of the map IMO here.
I 100% agree with this so what I've decided to do is close the hole from the 2nd to 1st floor then make a new hole in the wall right above the stair case leading up to the 2nd floor. This allows you to jump down to the stair case rather then just coming to a dead end completing the upper level circle.
Two things worth bring up though the first is that the hole is not detailed in a later version I've thought about making it a large circle window like door ways and the one in the main area or I could make look as if the wall was blown up I have a few options for this and I'm not sure which would be best right now so I just left as just a square hole.
The second is that while I like opening in the wall and it helps the flow of the map it also causes this side of the map to be a high traffic area with the stairs, the hole in the wall, the teleporter below, and the MH near by I feel as if you could maybe control / see to much of the map from this spot.
An alternative idea I had to the hole in the wall was having a teleporter where the dead end was that would take you to the other side this would make this spot a bit less powerful but would only allow for a clock wise circle on the upper part of the map I also felt while testing it that going through the teleporter was a bit more disorienting then the hole in the wall was.
Now both of these solutions come with another problem which is the lower teleporter this one was a bit of an easier problem to fix though I used some previously empty space by the jump pad to create a aerowalk like teleporter exit that allows you to get up to the second floor if you come out of it correctly.
Sorry about the wall of text but I just wanted to make sure I addressed everything below is a download link to the new version of the map as well as some things I would like feedback on
Download
Feedback
- The amount of snow in the main area
- The stair area including the hole in the wall above them
- The new lower teleporter exit