Lighning Leak and other thing
The "other thing" I have to investigate, the "leak" is just the displacement being off the ground. I know about it but haven't felt like fixing it yet to be entirely honest. It's just an alpha, can wait. But thanks for the reminder.
*Map needs more signs. I got lost sometimes.
*Stairs are too steep
*Final CP is too easy to defend with sentries.
There'll be more signs!
Stairs I can't do much about. Space-related issue. I'm open to suggestions.
I'm open to suggestions on the final point too, although I got my own idea.
I don't know if that's a good or a bad thing, but today 2/4th and middle point were changing owners like hot cupcakes.
Good thing in my book. Nobody was putting enough of an effort defending to justify it being "tied up" to a team for too long IMO.
No one seemed to capture the last point. Second spawn seemed pretty awful, and I'd also like to see more signs. Forward spawns also should be open at any time.
Forward spawns can't be open at any time or they completely destroy offense.
Could you elaborate on the second spawn thing?
As for the last point, open to suggestions but working on it.
The map played pretty well, I just felt that the water under 2nd and 4th need a pocket of air, since I saw most people who were diving ended up choking for air.
At first it did have a pocket of air, but see, the thing is, the source engine (or at least the orange box version of it) isn't all that good with water... When 2 bodies of water are touching they need to have the same level... or bad things happen. If they aren't touching, worse things happen.
I had to remove the "pocket of air" I had because it involved having both bodies of water at different levels, which created a really awkward glitch. Particularly awkward because it only happened on the BLU side, which was a direct copy of the RED side.
I tried copy pasting the entire side, just the water, rebuilding the whole thing from scratch... Everything. Ultimately, I had to come to terms that I just couldn't include an air pocket.
I'll give another try at circumventing the issue, but no promises.
- The stairs going to the roof of the final point were very thin, made them rather irritating to use
I'm aware, but due to space restriction issues that's the best I can pull. I'm open to suggestions.
- Walked out of the forward spawn while assaulting the last point, only to immediately walk into a few rocks, move them back a bit so they're not IN YOUR FACE the minute you get out.
Not entirely sure what you're talking about... I'll take a look but if you can provide further information (Which spawn? Screenshot?) that'd be great.
- Still on the subject of that spawn, the doors were rather odd and non standard, and not immediately obvious to our team. Part of it might have been dark lighting in there, but a model switch to something that is more immediately recognizable as a door might be warranted.
Not sure which spawn you're talking about, so, need at least a bit more information there.
- The attacking spawn before the 2nd point has been captured could do well with some signs to tell which exit leads where. Spawning there I saw I had two options on opposite sides of the room, stairs and water, but there was no clear indication of where either ended up.
Mhh... Thought it was self-evident, but I made the map so I'm unconsciously aware of the layout. I'll try to clarify it in-game.
Thanks for the feedback everyone.
PS: I'd appreciate suggestions on the "final point" issue.
My current plan was to pull a "badlands", and surround the spawn from everywhere but the front, and to compensate make the cap time faster. Force an "immediate defense" situation after the second point is lost, like in badlands.
Suggestions? Ideas?
Cheers.