WiP in WiP, post your screenshots!

TheBestUsername

L4: Comfortable Member
Jun 25, 2013
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@Fr0z3n: It's a tad hard to tell from the screenshots, but from what I can see that train track looks ridiculously long and pretty boring to run along. That track seems to be the main route across the map, so if I were you I'd a few more side routes, buildings along the way, etc. to make things more interesting. Of course, I could just be spectacularly wrong. It can be hard to tell from only a few screens.
 

Fruity Snacks

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Sep 5, 2010
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@Fr0z3n: It's a tad hard to tell from the screenshots, but from what I can see that train track looks ridiculously long and pretty boring to run along. That track seems to be the main route across the map, so if I were you I'd a few more side routes, buildings along the way, etc. to make things more interesting. Of course, I could just be spectacularly wrong. It can be hard to tell from only a few screens.

There are side routes, and there is a train and there is buildings. it's not really the main route after you hit the cliff edge because after that it's a big risk because it is so thin.

It also has a train that runs along it. That can never be boring.
 

re1wind

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Aug 12, 2009
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Minor nitpick: the first curve seems a bit extreme, compared to the fairly straight path just after it.


I also liked those fences from the last version.
 

Fruity Snacks

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Minor nitpick: the first curve seems a bit extreme, compared to the fairly straight path just after it.


I also liked those fences from the last version.

I ended up rounding it out a bit, going to try and keep it as rounded as I can as I progress through the alphas.
 

Freyja

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Jul 31, 2009
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MORE RUST SCREENSHOTS

36.jpg
 

Trotim

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Jul 14, 2009
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@Fr0z3n: I still don't get the point of the narrow side route into that house. It's too easy to keep spammed down for the extra walking distance you need to get there, and then it exits into an area that still has height disadvantage and is right next to spawn doors

I can only ever imagine Spies using it. May want to consider a more Thundermountain Stage 1-2 approach where the building is higher and very defensible with a good spot for a tele exit and windows at least as high as the spawn doors/point
 

Fruity Snacks

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Sep 5, 2010
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@Fr0z3n: I still don't get the point of the narrow side route into that house. It's too easy to keep spammed down for the extra walking distance you need to get there, and then it exits into an area that still has height disadvantage and is right next to spawn doors

I can only ever imagine Spies using it. May want to consider a more Thundermountain Stage 1-2 approach where the building is higher and very defensible with a good spot for a tele exit and windows at least as high as the spawn doors/point

I was actually thinking about that. I think I partially solved that with the new building on right long the tracks as you enter the building, but it probably isn't enough. I was going to modify up that small house next and see if I can get something that could act as a better lobby before pushing final.

Funny you should mention Thundermountain 1-2, I actually have had upward final in mind when doing this.
 

re1wind

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Aug 12, 2009
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you did compensate blu's respawn time for pushing their spawn room (I assume that's what it is), right?


I also would like a standalone jpg of a6