- Sep 18, 2008
- 93
- 30
- 2nd and 3rd on the first stage?Gameday testing notes:
Suggestions:
* More overall lighting. I know it's supposed to be rainy and dreary, but there are some areas where it could use a boost, especially in the tunnely-areas. Areas include:
- on track between 2nd and 3rd point, first stage
- BLU spawn, second stage
- last point, second stage (but I suspect it's not complete, geometry wise, yet)
- Alright.
- Yep, nowhere near complete
Until the issue of the spawn becomes greater, I have no plans on changing it.* Stage 1: RED Spawn: Definitely should have more than one small exit, and some signage to the drop to the floor below. Also, BLU probably shouldn't have a ramp that lands them right in front of RED's door, especially w/just the one exit.
Fixed in a12test7* Stage 1, Last Point: There's some grass sticking out of the "hole"
I can't be bothered pakratting it in* Stage 2, First Point: Missing texture behind the desk just after first point
Bleh, forgot* Stage 2, Last Point: No regen cabinets for far RED spawn
I accidentally put the wrong spawn in the func_respawnroomvisualizer ent* Stage 2, First/Second point: the forward RED spawn's exit is too narrow for anyone to pass through (the one with the elevator door). Are you calling me fat?
Works fine for me.EDIT: I was just doing a quick run through solo and I noticed that pushing the bomb to the last point on the second stage just caused it to fall into the hole, and nothing happened. The HUD still shows the cart just before the last point but not moving. There was an explosion during gameday testing, but might want to double-check the triggers.
Cool things:
* Style for the most part is well done, definitely captures the rainy day alpine feel
* Bomb train and radioactive pools are cool
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For others, I'd love feedback regarding how I could improve the chokepoint-ish area between s1c1 and s1c2 (especially the tunnel)...
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