B
Buster Charlie
We had our first Beta tonight on newyears eve/day.
Got some good feedback. Going to talk about some of the fixes I've done since our first playtest.
Overall impressions were good, just need some work to finish it up!
Reduced the sky light brightness, artistically I don't like this but it reduces the glare on the bunkers to make it easier for the red sniper to see his dot.
However it's still harder for the red sniper to see his dot on the concrete in the sun than the blue, but I can't lower the light anymore without making it look un-badland-like. Another alternative would be I could put a rock outcropping to put the blue bunker in a shadow if that would be more fair.
Still on the list.
Fix stairway clipping/Try and find a way to make the stairs less nausia inducing.
DONE Happily I was able to convert my stairs into clipping ramps so they're much smoother now. Very smooth.
Made Med/Ammo kits useable by all teams (TFC leftover, people HATE in TF2)
DONE
Try and make the cap point more obvious for people who never played TFC.
I put those ugly 'capture point' signs on the floor, and put a spotlight above the point, and If need be i'll put the big glowing capture point projector model in the middle of the room if I have to. I also placed a capture point sign on the spawn room doors. I need to draw up a big map of the map to put in game for new players who never played TFC version.
Fix Seams in displacements that people get caught on.
Done.
Make 'SG rock' accessible.
Done
Fix bumpy terrain in points.
Done
Fix Respawn room doors so they always work.
Still working on this.
Tweak elevator: add damage, possibly adjust speed and or size.
Still working on proper trigger.
block off computer room so the entire red team doesn't get lost inside it and trapped. (True story)
Done
Added nobuild to door frames, under elevator, in respawn, and in flag room tube (it was too easy to defend with a SG blocking the exit.)
Done
Smooth out entire map with clip brushes
Pretty much done, need to tweak one or two places but you can pretty much wall hug most of the map now without getting snagged on anything.
Got some good feedback. Going to talk about some of the fixes I've done since our first playtest.
Overall impressions were good, just need some work to finish it up!
Reduced the sky light brightness, artistically I don't like this but it reduces the glare on the bunkers to make it easier for the red sniper to see his dot.
However it's still harder for the red sniper to see his dot on the concrete in the sun than the blue, but I can't lower the light anymore without making it look un-badland-like. Another alternative would be I could put a rock outcropping to put the blue bunker in a shadow if that would be more fair.
Still on the list.
Fix stairway clipping/Try and find a way to make the stairs less nausia inducing.
DONE Happily I was able to convert my stairs into clipping ramps so they're much smoother now. Very smooth.
Made Med/Ammo kits useable by all teams (TFC leftover, people HATE in TF2)
DONE
Try and make the cap point more obvious for people who never played TFC.
I put those ugly 'capture point' signs on the floor, and put a spotlight above the point, and If need be i'll put the big glowing capture point projector model in the middle of the room if I have to. I also placed a capture point sign on the spawn room doors. I need to draw up a big map of the map to put in game for new players who never played TFC version.
Fix Seams in displacements that people get caught on.
Done.
Make 'SG rock' accessible.
Done
Fix bumpy terrain in points.
Done
Fix Respawn room doors so they always work.
Still working on this.
Tweak elevator: add damage, possibly adjust speed and or size.
Still working on proper trigger.
block off computer room so the entire red team doesn't get lost inside it and trapped. (True story)
Done
Added nobuild to door frames, under elevator, in respawn, and in flag room tube (it was too easy to defend with a SG blocking the exit.)
Done
Smooth out entire map with clip brushes
Pretty much done, need to tweak one or two places but you can pretty much wall hug most of the map now without getting snagged on anything.
Last edited by a moderator: