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Posted: Mon Jan 16, 2006 12:37 am
by Geit
Any comments on beta 4?
Anyone?

Posted: Mon Jan 16, 2006 1:10 am
by wviperw
Map is quite big. But that isn't necessarily a bad thing. Maybe I missed this, but is this geared toward TDM? I don't really know TDM that well, but it seems like it might do it well considering it has pretty good control areas. It'd probably also fare well in FFA. Anyway, here are some thoughts:
-saw some sparklies in some of your brushwork (namely the wall near RA and some of the terrain work)
-The entire level seems quite bright and washed out. On my gameplay config (gamma 1.5, brightness 1.5) parts of the level were almost blinding. I'd darken the entire level a notch (assuming you're using ambient) and put in some more dramatic lighting.
-there were quite a few exposed JPs which I'm wondering about. They make you a sitting duck in combat. I know some are warranted, but I'd maybe cover up some of the others.
-the bottom tele dest that makes you hit a wall right when you come out of it needs to be adjusted
-I'd switch the MH and Quad positions, or at least place Quad at the MH. It is a central location (akin to Q3DM6) and brings the focus to the center of the map.
-There is a hole in the floor above where the mega currently is at that drops down to a shotgun. When walking around this hole on the floor above I managed to somehow get into some of the floor geometry (almost as if I was noclipping through it). I'm guessing that trim texture might be nonsolid?
-Just as an FYI, on your levelshot your text in the bottom right corner is being covered up by the overlaid text that Q4 outputs.
Posted: Mon Jan 16, 2006 4:05 pm
by Geit
wviperw wrote:Map is quite big. But that isn't necessarily a bad thing. Maybe I missed this, but is this geared toward TDM? I don't really know TDM that well, but it seems like it might do it well considering it has pretty good control areas.
My main aim is TDM. FFA would also work, but for Tourney it's just way too big
-saw some sparklies in some of your brushwork (namely the wall near RA and some of the terrain work)
Damn sparklies, they keep coming back!
-The entire level seems quite bright and washed out. On my gameplay config (gamma 1.5, brightness 1.5) parts of the level were almost blinding. I'd darken the entire level a notch (assuming you're using ambient) and put in some more dramatic lighting.
Yep, I'm using ambient, I could tone it done a bit though I suppose.
-the bottom tele dest that makes you hit a wall right when you come out of it needs to be adjusted
Yes, I need to find a solution for that.