Adjusting items is good if you need to gain wider Paths - Monster compatible, either way all is linked and "Reachable". When these are placed on slants they can be adjusted until they will be completely moved elsewhere if builder is used multiple times for the same purpose, because engine keeps pushing them away until they will go in air - it's not like they cannot be taken after all (shield and UDamage if it's moved on top)...
The rest: Starts are as they were in initial file. There might be welcomed some changes - I'll think about.
Paths to the top ? Added because I went there and... Whoever wants to camp there MUST DIE. MBots won't accept sleeping in shoes. They were chasing me very nice, and challenging. Pathing here is aiming "hunter" type pawns, not only "Greed-for-Items" boys.
I was thinking a bit to move amplifier there but this might be coming with a need for JumpBoots - and here a blast can be ugly, since on top in external spots I think there are some
traps. Perhaps jumping that hard is not advisable, just saying.
Sky ? I could clearly see initially in the most of renders LINES from cubes - Cubes in this stage don't match
this place - still might be needed some "Sky" - perhaps there will be some work in future - This is why I deleted "CUBE-HOM-FIX", it makes no sense. On the other hand, it's interesting because it doesn't have more brushes and then errors concerning building are not aggressive like in maps with 2000+ brushes, it worth wasting a bit of time for fine tuning. More natural lightning might be an improvement I have to admit.
Next "customs" issues - First of all needs, Siege uses CTF maps - No game defined is required here neither defining Siege in a "CTF-..." map-file. Second - INI has settings, usually is set DeathMatchPlus, there can be ANY. My test server has already replaced that lousy thing to "MonsterHunt.MonsterHunt". This way everything starts as MonsterHunt - I did these when I was playing daily MonsterHunt. This a major factor deciding what is fired when you click on a map-file. Anyone can do what settings wants, simply map doesn't need such things and perhaps in future MapGarbage will have these useless "problems" removed.
Resuming: Today I played a bunch of times this piece with SmartStockBots, and such customs (renders checks). I'm not disturbed by PlayerStarts placement, I won majority of games - except 1-2 games against Loque and XAN...
Let's see scenario... I spawn far, they get Amplifier. Sektor's Tactical Move = Run Away and load other items until "Amplifier" is gone, just like that - hunt the guys who don't have amplifier. It's not hard to avoid "Amplified-Boy" because of lightning - lol. I don't think are needed more changes here. If amplified Boy is chasing you, "forget" some projectiles in the back, let him step on grenades or whatever has a delay, or doing damage with the help of walls, whatever...
Good to know some Feed-Back from all angles... Auto merged new post submitted 2 hours 41 minutes later
... I recreated SkyBox and adjusting lightning closer to something named "Borealis", cold light...
Auto merged new post submitted 11 hours 15 minutes later
That's it so far, feel free to add other needs... if are needed.
Adjusting items is not advisable, they don't need anything - in slants it's not recommended to move them repeatedly.
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