DW_ChocoCake wrote:... the ledge shown in the screenshot as well as other similar ledges prevent players from walking over them. Players must jump to get over those ledges.
This ledge is very annoying.
I have not looked at this map (yet) but I agree. I also have concerns about the four outlined areas below. I believe they will be stumbling blocks that will interfere with game play. Why? Unless you're in the middle of the walkway, you're going to immediately come to a stop when you encounter those obstacles. Unless you're playing in 3rd person view, it might not even be obvious what's preventing you from moving, especially if you're retreating backwards.
There are various solutions (flatten everything but lose the entire effect [yuck!], angle the edges but it may look out of place, etc.) but my best idea is to use short lengths of yellow industrial railing (expertly drawn by me :sdoh:). I drew only one for each side but they would obviously be mirrored and paired for the opposite sides. The front pair could be short segments or extend perpendicularly into the walkway. The rear one is a bit more complex since I added an angled portion to "guide" the player around the "tripping trap". There should also be a knee-level bar at the railing's halfway height.
There are probably lots of stock railings already available in various maps or you could make your own. Square tubing like below might look good for this map.
Though i see what you are saying, its not possible to do what you are suggesting as it would ruin the full point of the map, then it would just be another crap map made by another dreamer, The idea of this map is to make it quite hard with dangers for everyone, a flat area makes it too easy for a Adrenalin master anyway, The idea of this is an alien complex of an arena, so there needs to be dangers and things that can commit the players to think of where they are walking. Look at DM-Deck-17 on the sniper ledge u cant just walk on it, its a jump, same with a few of the holes, besides this is a dual based map, The area you are saying about it the danger sector, but has alot of assists, Health, Adrenalin, Weapons etc, Also then an outdoor "Valley" which is a more flattened area, but no real assists except 2 spawning redeemers and a superhealth. Though the map has its points that could look problematic, it is playable quite nicely, also has 2 medium-threat safe zones. As i said, i have played this map online, and it is completable, its not as easy as some maps, but maps should be so easy you can complete them after you just had 15 beers :P hehe.
Anyways, if people do have such hard feelings towards having something that isnt 110% safe for everyone to play then i will change it, but my feelings are maps with no dangers and a simple flat area with a super safe area where no monster can harm you just sucks.
*Edit*: The reason the edges on the corridor sectors are not cube-ish or straight walls is because origionally this map was built by me for UT99 use, obviously we dont have double jump so we need to form skill to get up to a high place, that wall is curved just enough for a player to dodge jump up it and into the corridor, and i plan to keep it that way for UT2004 since i basically have hatred to cube looking maps, Cubes suck!! :P
I don't think they're speaking of safety, save from a few broken toes. I believe they are discussing more about flow.
One of the major differences between 99 and 2k4 is the scale and speed of the players. In 2k4, you may have noticed how tiny the players are, and yet how fast they move. Since they're moving so fast, it's least likely players will take the time to notice the tiny bump on the ground that will stop the players in their tracks for a few moments, disturbing the flow.
This isn't really a needed change, but you should recall that Quickfoot and Sugar Rush is here. Players will be running faster than ever ;)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
DW_Ant wrote:I don't think they're speaking of safety, save from a few broken toes. I believe they are discussing more about flow.
:thumbright: Flow is important. Getting stuck because of an abutment which doesn't belong makes an otherwise decent map less less appealing. Aswan has an issue where you can't walk straight onto the adren pills and while it's otherwise a fine map, that one thing is annoying.
And I'm not looking for safe maps. IMO it's okay (but not mandatory) to have a semi-safe spot so you can get your bearings in the earlier waves, establish a med-shop, etc. but at some point there should be monsters spawning nearby with at least some level of threat.
Played this map last night. It's definitely annoying to stub my toe every few seconds. If you're keeping the ledges for visual appeal, then it wouldn't hurt to place small blocking volumes to correct this.
I broke my toes at the ledges Choco pointed out and on the entrance to outside.
Speaking of flow, you couldn't really fight in your main arena. With all the bridges there, you can't really do anything but jump and lose motion while in air. We ended up going outside to get witness some smooth battles.
Your map is unique and is visually appealing to our eyes. I do thank you for that, but unfortunately we couldn't stay in the bridge rooms since the rough footing was interfering too much. Don't make your work a waste by making the people fight outside. Encourage them to stay and make the main area playable.
Some proposals:
Reduce the number of bridges
provide some flat grounds between bridges
provide some flat ground in sections
but it's you're map, I think you'll come up with a good idea.
Other things to note:
Ion painter doesn't work. You should place the ion cannon actor to fix this.
You should spread the weapons out, and place fewer lockers.
There are too many adren pills (high channel counts). You should replace the many small pills with one bigger one ;)
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The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
Map has been edited, there are less adren pills, less weapon lockers and weapons have been spread more, i have also added a few bits of ammo outside, and also removed 1 of the redeemers from the outdoors. All bridges have been removed since a few were causing bsp holes and also other problems whilst i was editing for making the doorways less "Stub Toe" :P
Map is now more flat and the water has been covered over with a masked brush.
Enjoy :)
*edit* forgot to mention i added some ion cannons outdoors, but not indoors since indoor ions would be an XP massacre :/
You didn't have to remove the adren pills. Their quantity seemed fair. Just needed to reduce the channel counts by replacing all the small pills to a big one. You can grab an adren pill from any map that uses them since they are already saved to mylevel.
I got to admit the bridges did give it some unique identity and how it contributed positively to your atmosphere you're building in this map. It's a shame you had to remove all of them. You sure there's no way around it?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
I Didnt remove the adren pills, i made less, and they are the WOS Adren pills *yellow ones* Giving about 20 adren and respawning over about 3 seconds or something like that. so there should be less channels and should be fair for adrenlin masters creating weapons.
Any info about if the maps gonna be on the server or has it even been retested yet? i sent it to Karma about a week ago... after fixing things like the Enhanced Redeemer and other stuff, and i heard absolutely nothing yet... so i take it nobody has even bothered testing it yet?