Aaannnd, it's done. Lots of minor last minute touches and a bit more detailing--the most major change from the final beta was switching LG and RL-at-RA, and switching some ammo around.
jester!:
1. Glad you like the little slope jump--you can do it from the other side as well.
2. Good catch! I would have bet you money that I clipped every lip in the map until I actually took a look at it in the editor. Doh.
3. Yeah, the new RG placement was one of those wtf-3:00-in-the-morning ideas that actually worked. It used to sit on the floor below the ladder near YA.
4. Probably no more fences at this point. You would have really hated the original descending corner near the YA that goes down into the basement--it used to be completely exposed--no railing, no ceiling--and narrow...it was a bit annoying...
Obviously its subjective, but why would fences be rediculous? Voids in main fighting areas just arent fun to me I guess.
Directed above pjws post...
As for the fences, I dont mind there being dangers and such to getting things, its just that constant falling into the void gets like you said annoying, dm17 is imo one of the most critically flawed disasters to ever grace a server. :icon25:
Still, a new map is a new map and I will definitly give it a few run throughs. :icon32:
Hmmn. The only place I can think of that seems a little iffy is below the YA, only because it can be tricky to come flying out of the teleporter and avoid the Edge of Doom. I know for sure that I won't be putting fences near the RA, RG, or the MH-tele-dest, since that's the risk you take...
Was there a particular place that you found to be especially annoying?
No not really, its just a general personal preference type thing. :icon26:
Another note though, there is a small block with a 50h, at the 10 second mark in Sonic clangs video, that should be non-solid or something, it messes with movement to much imo.
EDIT: The RG and MH are great as is, the RA however is one of the few more open spaces, an area that may see a bit of action, I can see a whole lot of pit deaths going on there.
Last edited by jester! on Thu Dec 29, 2005 11:29 pm, edited 1 time in total.
Lenard wrote:Well, after a certain point you hardly ever fall in the void anymore except for when your are pushed in.
Thats the point, I am not talking about messing up and offing yourself, you should die if you cant control yourself. I am talking about running around, full health, just got the mega, all the weapons, even quad, your going for the RA and some dude plinks you into the void. Its lame.
But to do that I need to slow down and look around first, spam the entry up to the 50h, generally play all CS like. It slows down the game and really just makes it so that newbies dont get crushed quite as easy.
jester! wrote:I am talking about running around, full health, just got the mega, all the weapons, even quad, your going for the RA and some dude plinks you into the void.
There's a serious shortage of custom mapmodels for Q4, at least for the moment. I'm hoping people (Evil_lair springs to mind) will crank out some cool stuff.
Custom teles would be nice, as would pads/ramps. Also, just random crap to sprinkle around for flavor. Skulls/skeletons, chains, light fixtures, busted weapons, crushed beer cans, used condoms, you know...
(Anyone could make custom teleports out of brushes.. but using the stock ones makes it easier for people to just drop in and be acquainted with the map.. )
This is a huge improvement over the first beta, actually.. More of the navigation seems to make more sense. I still find some of the trickjumps a little hard to pull off naturally.. But then, maybe I'm not very good at trick jumping? :icon26:
Sweet, looking great. One question however, the boxes with the shards to the right of the RA in the picture, I can ramp jump up to the pipe, up one box, then I cant jump up the rest of the way, need a HB boost to get to the next box, then I can get up to the platform. Is that as intended?