- Oct 29, 2010
- 52
- 5
Hello again,
I've been working hard on some significant changes to my map, which are nearly finished and ready for testing again. I've taken into account every bit of feedback I could when making the changes, while considering what's best for the level.
Firstly i have something to ask someone called ZOMBIE - as he playtested my map and mentioned something about lots of props with no collision models? Whatever that means the way you said it sounded bad and I hope you can let me know. Thankyou
This path has now gone and is replaced with one tunneling straight to the intel rooms.
One less route now goes into this room, plus i've put a drop down from the roof panels in to stop this position being so strong.
There is now one, large spawn in the centre of each base, and it has access to all the routes nearby. For attackers, there are multiple routes (+1 since the changes) to the intelligence and lots of ways to get in the base. For defenders its important they keep an eye on the new lower tunnel route.
I'm also still looking for a name for my level. Its theme now includes tunneling machines that have tunnelled into the bases and smashed through walls. I thought CTF-Undercut may be good because of this.
Thanks, ill post some screens of the changes tomorrow if people are interested.
I've been working hard on some significant changes to my map, which are nearly finished and ready for testing again. I've taken into account every bit of feedback I could when making the changes, while considering what's best for the level.
Firstly i have something to ask someone called ZOMBIE - as he playtested my map and mentioned something about lots of props with no collision models? Whatever that means the way you said it sounded bad and I hope you can let me know. Thankyou
Also, the "sewer" path is too long. A path that long should be really powerful, but it goes right through the same atrium all the other paths do.
This path has now gone and is replaced with one tunneling straight to the intel rooms.
A single sentry in the atruim can block almost all routes in and out.
One less route now goes into this room, plus i've put a drop down from the roof panels in to stop this position being so strong.
And since i ran from intel to intel without being seen by a single player, raising the floor of the canyon bit might help.
There is now one, large spawn in the centre of each base, and it has access to all the routes nearby. For attackers, there are multiple routes (+1 since the changes) to the intelligence and lots of ways to get in the base. For defenders its important they keep an eye on the new lower tunnel route.
I'm also still looking for a name for my level. Its theme now includes tunneling machines that have tunnelled into the bases and smashed through walls. I thought CTF-Undercut may be good because of this.
Thanks, ill post some screens of the changes tomorrow if people are interested.