i agree with taking out that fake wall, too impractical really for someone to run out with the flag and gives manta runs only two entrances.Mr Bean wrote:I love it! You've gotten a lot better. Nice usage of BSP and movers. Layout is better as well. I love the deemer spawn. Clever stuff man. I personally appreciate constructive criticism. I hope you do as well. These a few things that in my opinion need attention:Vex wrote:New map added check first post for description and download link.
Id like to know what you people think about this remake.
- Elevator Doors: They open separately instead of in unison. They are presently set as bump activated. Assigning a trigger to the movers would fix this. Check out my map VCTF-MB-House on the server for an example.
- Deemer & Spiders Base: The pick up is foating far from the base. Obviously this was your intension. The thing is, it just looks awkward. There's an option in the properties to hide the base while in game. You'll still see it in the editor.
- Fake wall: In my opinion they're gimmicky and in most cases do not contribute to a good game flow. You can fly a manta through there but can't go through on foot making manta runs a no can do.
- Zone Portals: While FPS is good, you always want to have the best. Due to the nature of the layout, you would really benefit from some zone portals.
- Nestled Flag area: It's probably late to mention this, but the game flows better with a flag a little more out in the open. This is VCTF, not CTF. Take a look at the most successful VCTF maps. The flag is more out in the open with at least four routes in and out. Less than this and things bottle neck inhibiting game flow. The flag is too easy to defend resulting in a stalemate. Again it's probably to late to mention, but keep it in mind for future projects.
Hard, Right Angle Turns: While not a problem on foot, it's usually too much of a challenge for vehicles. Try using a hallow cylinder and the cut tool to make some nice curved vehicle hallways.
I'd wait for some more input before jumping in with any major changes. Collective input is always better. After hearing everybody out, make you're own decisions as you the creator see fit. Nice work.
i dont think having right angle walls are too big a deal. Vehicles apart from manta will probably just stay in the base, and straight walls can actually be faster for the manta.
i would also think about maybe putting a jump pad on that opening after the fake wall up to the top level, might open games up some.
also, for manta runs at least, the ceilings kind of need to be a little higher, currently im pretty sure a rider will stick to the ceiling if a manta jumps at all, which is about the only way to dodge people that would be defending hallways.
and also that fan thing over the flag, the manta can get stuck in there pretty easily, and then from there climb that cylinder and get above the map, personally what i would like most is taking out that fan and leaving that hole open so mantas can drop in from above or pop up out of there, then maybe along people to get up that high on foot by lifting jumping from that one lift, just putting a hole in the ceiling above it. always prefer maps that have alot of different levels.
also as a sidenote, can the server be set to some of sal/jim's and bean's less played maps, some of those should be played more...