- Mar 1, 2008
- 107
- 74
Running around by my self, I've noticed that there is a nasty amount of visual clutter that doesn't assist the player in any way where to go. I spent most of my time trying to figure out if I was facing the right way or not, especially when trying to navigate the alternate routes. Trying to use more, bigger signs to compensate this problem would just make things worse. You need to simplify some of your areas visually to give better indicators to which directions players should be headed. Valve uses impressionistic detailing, giving the more significant areas more detail and brighter, contrasting lights to attract the players' attention to certain areas.
Furthermore, the final areas were confusing in regards to which roofs were accessible and which were not. There was this one roof in particular that could be reached by simply jumping from an adjacent roof. Raising the inaccessible roofs to a higher level could be a solution to this.
And about your cart: prop_physics can't be animated, so having static wheels on the cart looks very unnatural.
Regardless, it looks very nice. I'll put it up on our servers once you get b3b out![]()
Thanks for the advice.