"NHL Rock The Rink" (PS1) announcer wrote:...And there are no stunt doubles in this game, folks!
Loose Cannon wrote:Nice job Spooky. I enjoyed the map. I thought the wooden bridges at the top are BEAUTIFUL!! I liked the layout and theme. Only thing is to work on is the skybox as you can see the "cube-shape" of the sky. I like how you have a pathway behind the waterfall...pretty cool! Lots of nice ways to get to the flag bases!
UnrealGGecko wrote:Lovin' the layout. Many way to get to and from each base and it's easy to get out of the water. The bases them-selves could use a few extra brushes or decorations as they feel very basic right now, and maybe add some supports for the bridges? And that waterfall maybe needs something a bit more like a smoke generator?
Yeah basically some visual complaints but otherwise quite fun. Keeper for sure.
spookyrockjaw wrote:This is going to be my first finished level. I had to scrap it and restart it from scratch a couple times to get the basic build right. So far I'm really happy with it but I still want to finesse the layout and the visuals. Feedback is appreciated!
spookyrockjaw wrote:Is there a good way to encourage the bots jump off a ledge if I want them to jump down to a lower area?
Specs: PathNode53 - Paths=937 Start=PathNode53 End=PathNode61 RFlags=Jump Swim Walk =13 Dist=936
Connected: PathNode53 to PathNode61.
NoReachFrom: PathNode53 to point 0 which means InventorySpot418
Specs: PathNode53 - Paths=935 Start=PathNode53 End=PathNode17 RFlags=Jump Walk =9 Dist=528
Connected: PathNode53 to PathNode17.
Specs: No NavigationPoint heads to PathNode53. If a route passes through, if won't be usable.
I'm entirely disagree with these and let me explain what are those "blue lines". In image at left as example there is PathNode53 which apparently it's connected with two nodes around. This is half true, there are paths starting from this node to those two, number 17 (at ledge) and number 61 (in water). From said points as a back way, there are zero paths because NOBODY will camp taking PathNode53 and reaching at it using walking, it's completely with no purpose, an end line unreachable.
Okay, pathing problem seems an auxiliary problem, for empty servers this is not an issue and neither the next thing.
Some skilled players or whatever such category can use Translocator/TeamBoost and moving entire game in top of map. That area is accessible having chances to move the battle over there. Nah, that area has no purpose... even if carrier is helped to reach there it might be happy to reach in other base very easy on a solid ground, visuals are borked because of FakeBackDrop used but area it's usable as an escape.
spookyrockjaw wrote:I'm well aware of this. The entire area above the map will be completely blocked from access in the final version.
Actually in this picture entire cube from top is removed and I don't see any problem - that room makes no sense. To not mention the light which was offering an advantage toward visibility to one team is gone balancing visibility for both teams.
Agree, but here it's a brightness problem, else for me it's not really disturbing. In another contest maybe some plants are welcomed here and there. Lightning or not, those rocks do looks a bit naked.spookyrockjaw wrote:The lighting and overall aesthetics are important to me though which is why the top cube will stay. I can easily block it off to prevent players from getting up there. Sorry but that screenshot you posted looks bad.
sektor2111 wrote:Agree, but here it's a brightness problem, else for me it's not really disturbing. In another contest maybe some plants are welcomed here and there. Lightning or not, those rocks do looks a bit naked.spookyrockjaw wrote:The lighting and overall aesthetics are important to me though which is why the top cube will stay. I can easily block it off to prevent players from getting up there. Sorry but that screenshot you posted looks bad.
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