Hehe
It's a good point (it's different from khmer architecture) but I think I'll keep it.
I need some big rooms and I like to have more variety in the architecture, so that it's easier to differenciate each rooms and have better space for gameplay.
When navigating through the map, these gothic-style rooms don't seem out of place (in my opinion at least
) ... so yeah I'm ok with them, but thanks for the feedback !
Trotim said:
If you're resuming working on this remember to check this out again:
http://www.youtube.com/watch?v=MJXg6fcUpGY
Thanks for the link, I already watched this before, and although I don't agree with several points he said, some are valids and have been adressed. (some are just a matter of taste I guess)
- rollback stairs : personally, I like them. I think they can create some "unique" moments (BLU rushing on the payload to prevent it from going down, RED team better working together because they focus more on the payload going up the stairs, etc...)
I tweaked some stuff so that they're slighly less punishing for the attackers though (cart speed slighly higher on the slope, cart not being able to go down the slope if it reached the top once, and some rollback slopes are shorter in rounc C).
- high ground near the end of round A: I don't think the area is so bad (there's nothing wrong with high grounds, on the contrary !) so I just removed the overpowered sentry position, and there's a new interior near this area (which should create new possibilities for both BLU and RED).
There are some other changes (most of them can be seen on the first screenshot I posted) but I think it should be ok.
There are a lot of other changes (intermediate spawn in round C, timers have been tweaked too, some tweaks about distances and heights in round C, fixed known bugs, etc...) but I'll wait for the next version before giving all the details.