Re: CTF-FacePalm (Release)
Posted: Mon Apr 15, 2013 7:06 am
Hey there,
So I just played the map and as an avid Face-Only player I have a few remarks.
1. The large tiles on the floor in Blue's base interfere with game play. I have trouble dodging because I get caught on these. Red's base is much smoother because these aren't there.
2. The large brazier's used for lighting interfere with vision. Especially the ones above the flags and mainly in the interior of the bases as these locations are camped a lot by defending players.
3. There are tons of BSP glitches I suppose you would call them along the paths between the bases. I can walk 4-5ft out and literally hover out over my impending doom of falling to my death below. And this is in multiple locations along the pathways. The outer and inner portions.
4. Perhaps a bit more lighting in Blue's base would be a great touch. Red's base is well lit and blue's not so much. It's hard to see.
5. The added architecture on the outsides of the buildings interferes with game play(Not sure if this was intentional or not)
6. The pathway in the middle feels awkward as one side is narrow and the other is wider and fills the space where it levels off atop the paths. I think the narrow side (Island side I believe) should be widened IMO.
Needless to say great map and I enjoyed playing it.
Thanks
Timekeeper
So I just played the map and as an avid Face-Only player I have a few remarks.
1. The large tiles on the floor in Blue's base interfere with game play. I have trouble dodging because I get caught on these. Red's base is much smoother because these aren't there.
2. The large brazier's used for lighting interfere with vision. Especially the ones above the flags and mainly in the interior of the bases as these locations are camped a lot by defending players.
3. There are tons of BSP glitches I suppose you would call them along the paths between the bases. I can walk 4-5ft out and literally hover out over my impending doom of falling to my death below. And this is in multiple locations along the pathways. The outer and inner portions.
4. Perhaps a bit more lighting in Blue's base would be a great touch. Red's base is well lit and blue's not so much. It's hard to see.
5. The added architecture on the outsides of the buildings interferes with game play(Not sure if this was intentional or not)
6. The pathway in the middle feels awkward as one side is narrow and the other is wider and fills the space where it levels off atop the paths. I think the narrow side (Island side I believe) should be widened IMO.
Needless to say great map and I enjoyed playing it.
Thanks
Timekeeper