Post by entropysoldier on Sept 22, 2012 23:01:06 GMT -6
I'm considering moving most of my publicly available maps into the final phases of release, but I'm not sure if I've got a good idea of the community consensus on them. So I figure it would be best to ask this here since you guys play these maps often: what are your thoughts on these projects?
ge_desert_temple:
Issues/Bugs:
None so far!
Recommendations / Considerations:
- Some areas are fairly barren in terms of detail, considering the addition of statues to some rooms.
- Does front area see enough activity?
- Is center room too open?
ge_pipes:
Issues/Bugs:
- The central lift is suffering from a missing texture on the support collumn.
- The animated lava in the lower area occasionally desynchs and seams form along the center.
- DAT cartridges can collide with players
Reccomendations / Considerations:
- Are the lower hallways too open?
- Is either armor too exposed / campable?
- Is the 8th weapon spawn too easy/hard to access?
- Are the high level weapon spawns difficult to find at first?
ge_void:
Issues/Bugs:
- Spikes can issue fall damage before killing the player, resulting in the player remaining alive in the pit for a small time.
Reccomendations / Considerations:
- Is the central fan column too hard to navigate?
- Are the high level weapons easy to find?
- Are the spikes too hard to avoid out of combat?
- Are the spikes too hard to avoid during combat?
- Are the elevators apparent as such, or would they benefit from some sort of distinction?
I'm mostly looking for the undesirable elements of each map, but if you really like a particular trait or design choice that's also something worth mentioning. There's a good chance I’ll apply whatever is said here, but don't feel discouraged if i happen to disagree with you.
Comments regarding rj_tower, rj_void, rt_outpost, wm_cradle, wm_siberia, and wm_desert_temple can also be posted here. Just keep in mind that these maps are already finalized for 4.2 and any changes made to them can only take effect on the next mod release.
ge_desert_temple:
Issues/Bugs:
None so far!
Recommendations / Considerations:
- Some areas are fairly barren in terms of detail, considering the addition of statues to some rooms.
- Does front area see enough activity?
- Is center room too open?
ge_pipes:
Issues/Bugs:
- The central lift is suffering from a missing texture on the support collumn.
- The animated lava in the lower area occasionally desynchs and seams form along the center.
- DAT cartridges can collide with players
Reccomendations / Considerations:
- Are the lower hallways too open?
- Is either armor too exposed / campable?
- Is the 8th weapon spawn too easy/hard to access?
- Are the high level weapon spawns difficult to find at first?
ge_void:
Issues/Bugs:
- Spikes can issue fall damage before killing the player, resulting in the player remaining alive in the pit for a small time.
Reccomendations / Considerations:
- Is the central fan column too hard to navigate?
- Are the high level weapons easy to find?
- Are the spikes too hard to avoid out of combat?
- Are the spikes too hard to avoid during combat?
- Are the elevators apparent as such, or would they benefit from some sort of distinction?
I'm mostly looking for the undesirable elements of each map, but if you really like a particular trait or design choice that's also something worth mentioning. There's a good chance I’ll apply whatever is said here, but don't feel discouraged if i happen to disagree with you.
Comments regarding rj_tower, rj_void, rt_outpost, wm_cradle, wm_siberia, and wm_desert_temple can also be posted here. Just keep in mind that these maps are already finalized for 4.2 and any changes made to them can only take effect on the next mod release.