- Mar 27, 2015
- 113
- 32
Little side note: dont put periods for versions of versions, use alphabet, _a1b, _rc15z (crash) etc..a1.1 - The painter came by, removed around 85% of the orange from the map.
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Pictures please?That middle area in general has some serious sightline issues. Snipers can completely dominate the middle 2/3s of the map. There's a little cover, sure, but there are still some areas where you can see too much.
The doors itself is meant to be like that, while I'll add some LoS blockers, if you think about it you're very exposed and the closest packs would force you to walk for a good 15 seconds to get back up. And generally balancing that spot is going to be hard as I want it to be a way scouts can get on top of the point.As for the door itself
I've been testing with bots, but no humansHave you had this playtested yet?
Bots are only really good for testing entity work, but since the entity-heavy map types aren't even supported by bots they're still kinda useless at that.Generally speaking bots are never a good indicator for gameplay. They act nothing like actual players. They don't explore options for movement, they take stupid positions, and they have wonky aim.
I do not know how to discourage camping on the point.
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- Made most of the floor whiter
- More clippingMore nodraw optimization
- More nodraw optimization
- Added steps outside the door to the roof area to make getting back in easier
- Reduced the size of the health packs by mid to medium
- Added a small ammo pack to each side of mid
- Removed the roof from mid