Thanks, D/Ling now, although rapidshare is kinda annoying. I would recommend Filefront in future. It's free, doesn't require registration and doesn't have wait times for downloads.
The gamplay concept here is solid, it just needs some work. one teleporter in particular (can't remember which) leads directly to the one in front of the stinger, which is not only annoying, but makes it hard to avoid telefrags.
Also the jumppad in front of the robot goes to high and gives the player too much air control, although I can see that you were trying to allow the player to have a choice of which direction to go in. In that situation I would recommend a lift instead.
I also found that there were sometimes too many rockets flying around, perhaps replacing one of the RL's with a differnt weapon might make it a tad less rocket-centric.
I did love your use of Shade's lava tex and the cool steam effect that comes off it. The robot in the tube could use some work though, the glass just ends abruptly (although I understand that the maps still in beta). Solid visuals throughout though, not bad.
Thanks for this great reply (something i can work with ) I think i know wich teleporter you mean, i'm still thinking how i could do this diffrently, maybe scale up the room with the stinger (?). I'll have a look with what weapon i can replace the RL i'll see :P I'll check the robot out too I can't start on it now because i'm not at home but i will be in two hours or so
Cya,
Rik
Oh, I forgot, some other small AI related issues I noticed - the bots tend to jump into the lava on their way to the lower RL and they also tend to stick around the teleporter exits too long (they're constantly being telefragged). Anyway, good luck with this, it's shaping up nicely. =)
But I think because of the slower movement of UT3 compared to Quake3 your map has way too many items. I understand you tried to keep it as original as possible but 1 Belt
2 Armor
1 Thigh Pads
1 Helmet
1 KEG
1 U-Damage
is way too much for this small map ....
Also I usually like it best when the Belt is rather 'open' and not hidden, that mostly creates some great action around the spawn. So you might want to change the Belt with an Armor or the Thighpads. I know it aint so original then anymore but that's what I'd prefer for a great gameplay.
This new version flowed very nicely, the lift was a good replacement for the jumppad and the map is a lot less rocket-oriented now. All that remains now is probably just tweaking and more visual detail. Can't wait to see some more work done on this map.
I removed the KEG but i don't excactly know where to place the belt. Currently i've placed it in the center of the jumppad room (the biggest room). I really can't think of a good spot. Anyone got a good idea?
EDIT: Also removed the tightpads and the vest @ the link gun, a vest and belt in one room is a little bit too much :P
Now there's a belt vest and a helmet left. Wich is enough i think because the size of the map is not very large.
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