Thanks for all this feedback; I'm taking it into account.
While making the map I seriously considered either lowering the water and turning it into a kill zone, or just making it knee-high, raising the ground and opening up the bottom level for gameplay. The latter option would be a great deal of work, but I'd be willing to give it a try if enough people think it'd make the map less frustrating.
Regarding ramps, please let me know exactly which ones you're getting stuck on. I tested these as thoroughly as possible and used blocking volumes to replace the collision on ones that were giving me trouble, but it seems some slipped by.
The overly open nature of the map is something I'm not happy about too, but I'm really not sure what I could add to break line of sight from one end to the other. The buildings are already much more tightly-packed than they would be in real life, and it's an unfortunate case of realism getting in the way of good gameplay. For what it's worth I could try extending the high-tech building forward a few metres below the Redeemer, or maybe add some wooden fences to the edges of some buildings - though that would look very strange.
Any more suggestions for improvement would really be appreciated. After working on this thing for about two weeks solid I'm determined to work out as many of the kinks as I can manage.
While making the map I seriously considered either lowering the water and turning it into a kill zone, or just making it knee-high, raising the ground and opening up the bottom level for gameplay. The latter option would be a great deal of work, but I'd be willing to give it a try if enough people think it'd make the map less frustrating.
Regarding ramps, please let me know exactly which ones you're getting stuck on. I tested these as thoroughly as possible and used blocking volumes to replace the collision on ones that were giving me trouble, but it seems some slipped by.
The overly open nature of the map is something I'm not happy about too, but I'm really not sure what I could add to break line of sight from one end to the other. The buildings are already much more tightly-packed than they would be in real life, and it's an unfortunate case of realism getting in the way of good gameplay. For what it's worth I could try extending the high-tech building forward a few metres below the Redeemer, or maybe add some wooden fences to the edges of some buildings - though that would look very strange.
Any more suggestions for improvement would really be appreciated. After working on this thing for about two weeks solid I'm determined to work out as many of the kinks as I can manage.
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