sektor2111 wrote:Pathing could be a bit more simple, it's way too loaded with PathNodes over Inventories which are not needed at all. Teleporter to Redeemer has the same problem as original - it's unreachable having path FROM teleporter back and no paths TO teleporter which has routes to Redeemer. Original Deck has a hackish connection with XC_Engine UT add-on and I can have a new challenge, here is missing that link. DefencePoints for Team 0, why nothing for Team 1 then ?
Design it's interesting, I'm thinking to replace older versions but this one definitely needs a bit of love for A.I.
Ubir4 wrote:Nice work, I like it!!
Red_Fist wrote:I like it, but it seems the ramps should have a different texture for some reason, it does look good though, just thinking out loud
Pileyrei wrote:Great work!
Added to our server (see signature)…..adding to redirect for clients ASAP.
Ubir4 wrote:In some parts of the map I noticed that by the light, the crosshair disappears, you have as you verify, or you tell me how I can do it. For your map is 10, but where it has an intense brightness with strong white the crosshair becomes invisible.
Iacobus wrote:Ubir4 wrote:In some parts of the map I noticed that by the light, the crosshair disappears, you have as you verify, or you tell me how I can do it. For your map is 10, but where it has an intense brightness with strong white the crosshair becomes invisible.
Really good call. I barely pay attention to the crosshair when I'm playing (I mean, it just didn't bother me to a point for me to notice) and half of the playtesting is watching botmatches so I hadn't paid attention to that. I just uploaded a darker version that should fix 98% of the issue. Lighting looks like doodoo but crosshair is visible almost always.. Let me know if it's good enough and thanks for the feedback!
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