those slopes double as demoknight ramps (y)
Demoknights ramps are best used when they are aimed at an objective or other point of interest, or if they allow access to an otherwise difficult to reach area.
If the bridge you've placed them against or the area behind it is easily accessible from other places, I'd argue against demo ramps.
The fastest way for teams to enter mid would be using the road area. And taking this path gives control of the only two entrances to the high ground (without wrapping through the other team and around to the other side). So the ramp gives demoknights a choice to either pass over the bridge and quickly engage the enemy on the lowground, or contest the high ground along with the other players.
Hydro isnt spooky, hydro is hell. Big diffirence although both are suitable for halloween.the fact that it's Hydro makes it spooky enough.
reposting because I need to ask a question: I'm running out of ideas for the surrounding areas and i was wondering, should I just close up the center, slap on the spawns, and playtest it? I could get feedback for improving the middle and advice for what I should addthe sound of progress, my friends...
You're going to get a lot of feedback that would be misrepresentative of the final product if you do that, so I would recommend adding what you think would be appropriate middle areas (between the middle and spawns) before you release, even if it takes you a little extra time.reposting because I need to ask a question: I'm running out of ideas for the surrounding areas and i was wondering, should I just close up the center, slap on the spawns, and playtest it? I could get feedback for improving the middle and advice for what I should add
also reposting because I want some feedback, if you can gather any from a measly screenshot...
Yap. All areaportals and occluders are broken. In addition there is many micro brushes and I cant even remove those because map has only one GIANT func_detail. However hydro is smartest map I have done. It's basic structure is so clever that it doesn't need so much optimizationGood luck fixing the optimization on Hydro. It breaks during decompile.
You can toggle on "Ignore Groups" to delete objects in a func_detail without having to remove the brush entity.Yap. All areaportals and occluders are broken. In addition there is many micro brushes and I cant even remove those because map has only one GIANT func_detail. However hydro is smartest map I have done. It's basic structure is so clever that it doesn't need so much optimization
You just made my life 10000000000 times easier. Can you tell also how to select brush by number? Go to brush is not very usefulYou can toggle on "Ignore Groups" to delete objects in a func_detail without having to remove the brush entity.