- May 7, 2008
- 315
- 140
Hey all!
First off, my apologies for not making it on weekend. I got really sick and am getting back just now, but that stuff is unimportant.
I'm glad you guys had a good time playing my map. Thanks a lot for the feedback!
I'm planning for a final Alpha release before I move on to Beta, as the map now has a pretty solid foundation.
@ CTFan: I have noticed those respawn visualizers as well, and they are not exactly random. They are exactly on the map origin (coordinates 0,0,0) and I wonder if it has something to do with it... I'll definatelly look on the catwalks as well. The blue elements on the red base are being reskinned for the next release
@ Mangy: Thanks a lot man, I belive you are correct about the underground, I'll make it smaller gameplay-wise but keep about the same size with off-limits areas.
@ roninmodern: Thanks! I'll sure try to get Valve's attention when I have a more advanced version of it!
@ Bonafide: I know what you are refering to, and it's not really HDR related but in fact a bloom effect used in the tunnel sections in HL:2. I was quite happy with the way it looked, but if it's detriment to gameplay I'll consider toning it down. I placed a very narrow aeroportal in the cave entrance, so I still need the effect to hide it somewhat. I want the cave to really be kind of hazardous an perilous place to play in though
Thanks a lot for all that played it, I'm not sure if there was a demo recording of it or not, but your feedback has been more than enough for the next iteration!
BTW: What did you guys think of the bigger intel return timer? I doubled it from the standard.
First off, my apologies for not making it on weekend. I got really sick and am getting back just now, but that stuff is unimportant.
I'm glad you guys had a good time playing my map. Thanks a lot for the feedback!
I'm planning for a final Alpha release before I move on to Beta, as the map now has a pretty solid foundation.
@ CTFan: I have noticed those respawn visualizers as well, and they are not exactly random. They are exactly on the map origin (coordinates 0,0,0) and I wonder if it has something to do with it... I'll definatelly look on the catwalks as well. The blue elements on the red base are being reskinned for the next release
@ Mangy: Thanks a lot man, I belive you are correct about the underground, I'll make it smaller gameplay-wise but keep about the same size with off-limits areas.
@ roninmodern: Thanks! I'll sure try to get Valve's attention when I have a more advanced version of it!
@ Bonafide: I know what you are refering to, and it's not really HDR related but in fact a bloom effect used in the tunnel sections in HL:2. I was quite happy with the way it looked, but if it's detriment to gameplay I'll consider toning it down. I placed a very narrow aeroportal in the cave entrance, so I still need the effect to hide it somewhat. I want the cave to really be kind of hazardous an perilous place to play in though
Thanks a lot for all that played it, I'm not sure if there was a demo recording of it or not, but your feedback has been more than enough for the next iteration!
BTW: What did you guys think of the bigger intel return timer? I doubled it from the standard.