I came.
Thats it? I came, saw AND conquered!
Excellent map, Jahrain. You obviously put enough thought into the layout (even if you already had a good deal of inspiration) to make the map have a purpose that is very connected to the combat area. I cannot find a single problem with the map at all. All of the power-up spawns are perfect, the accessibility to the bases works well in relation to the spawn locations, and the missiles themselves break up the spaces enough, while still being an unmistakable point of reference. Also, lol at the wind effect on rockets. I doubt that was intended, but its great for balancing out its would-be overpoweredness.
Alright, so I've been in it for a while now. First off, the server is laggy as shit. Here are the bugs I've found so far:
Bad stuff:
-Ability to ride both the OUTSIDE and INSIDE lips of both trains.
-Players can get stuck on front side of both trains.
-Players can get stuck on back side of a train.
-A spot under a flight of stairs that looks like it can connect to the "upper" platform, while players cannot jump at that spot.
-Rocks get stuck on trains.
-Standing where there is no ground.
-Music seems really off for TF2.
Good stuff:
-Animated skybox looks awesome.
-Looks to have great gameplay.
-Stuck with the TF2 style.
-Getting onto of huge missiles.
-Simulated wind!
Nice job, man!
Last edited by dg; January 21st, 2008 at 11:47 PM.
Many of the issues dg pointed out are engine errors. Players are able to walk on any, ledge, lip or edge, that is even a single unit (about an inch) in width. Players can also walk on basically nothing as long as part of their bounding box touches an edge of that width. Also, those areas where players can get stuck, I was able to get out of. I never seen than rock issue. One error that I found is a missing polygon under the catwalks next to the missiles on the red vehicle facing blue's.
If it caused an exploit, yes. If it doesn't cause any issues, i don't see any reason to go through the map and spend weeks placing small little brushes on every detail of the map where there is a ledge that is a inch in width that a player could potentially walk on. Valve doesn't do that for all their maps either. The engine should just have a maximum area required to walk on or block player movements to prevent this, sort of like how it has a maximum height to work as a step.
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