- At the very start on one of the blu spawns, when you walk out of the door, there's a big ol' bumper in the way
- The one-way tunnel leading to stage 2, cap 2 is not obvious at first and I only found it once I'd (on my own admittedly) capped the point, plus the tunnel above it is quite unecessary, and doesn't really have any advantages over the bottom tunnel
- The one-way door on stage 3 should be on the other side of the tunnel (I think, I can't remember quite clearly)
Are you going to add the railway posts here?
http://c.imagehost.org/view/0731/pl_hoodoo_a40002.jpg
Overall I loved it. Are you going to use a
I'm not sure I agree on the 3 cap points rather than 2, It works as a difficult 2 (bearing in mind it is the final stage and is suposed to be the hardest for attackers) but I think its too small and straight for a 3 pointer.
/nod. I agree.Here is a quick thing about stage 1.
I think this building has to be made into an actual building. It will help flesh out the first stage much better; (you like work, right)
/nod. I also agree with this.Also this. I thought this was an accident dev texture thingy when I first saw it but then came to the conclusion it is supposed to be a concrete wall. This looks really out of place, perhaps its just too bright white or something I dont know;
Does it really need fleshing out? I might have a biased opinion but it seems pretty fleshed out to me and making that building enterable wouldn't add anything much to gameplay.I think this building has to be made into an actual building. It will help flesh out the first stage much better; (you like work, right)
Its quite bright because its right in the sun, I think I might add some more detailing on the cliff wall behind it with the same texture to make it seem less out of placeAlso this. I thought this was an accident dev texture thingy when I first saw it but then came to the conclusion it is supposed to be a concrete wall. This looks really out of place, perhaps its just too bright white or something I dont know
Untill this hypothetical problem actually occurs I'll take no action on it because I don't believe it will happen without masses of coordination from red.The BLU upper spawn exit seems like it would be easy for RED to lockdown and own the small doorways from the actual spawn room from. I know you're probably not keen on layout changes at this point, but I'm really worried about this.
you mean the wooden side? I put the bit sticking out as a block for snipers primarily and a good SG spot for a good engineer (although I need to put more ammo in before it becomes any use for that)The canyon wall just outside the BLU upper spawn exit is curved kinda funny and looks weird to me. It seems that you intended scouts to be able to get up there or something? Maybe not. Either way this area really needs to be touched up.
not got around to that yetAll of your stairs need to be playerclipped. This prevents the "bumpy" feeling players get when they walk over stairs and a few other problems too.
You can, you have to find a slightly raised platform and/or do a crouch jumpLet non-scout players jump on the cart without explosives. Please? It's so much fun. The edges of the collision could be slightly angled to let people on. That for me is one of the saddest things about your map right now.
^^Your detail work is superb. Very little to criticize, this map is on the track to being released with one of the updates.
whoa thats actually a good idea, turn the box around and bung an occluder in the back so the props arent rendered. (I also noticed a performance hit in that area)Consider turning around the crate full of props near the 1st cap so that the detail faces away from the long path leading up there. The other side is comparatively hurting for detail and this will give a performance boost in the area from the cart to Blue spawn.
Does it really need fleshing out? I might have a biased opinion but it seems pretty fleshed out to me and making that building enterable wouldn't add anything much to gameplay.
whoa thats actually a good idea, turn the box around and bung an occluder in the back so the props arent rendered. (I also noticed a performance hit in that area)
I guess this gives me reason to learn about occluders.
Does it really need fleshing out? I might have a biased opinion but it seems pretty fleshed out to me and making that building enterable wouldn't add anything much to gameplay.
That first bit is already giving me fps issues whilst playing online I can't go and add more into it. That area is too large already and I can't see any advantage to making that building useable.