We (being Ant, Acy and myself) tested it this evening. Following are our thoughts...kudos to Ant..he speakes "mapper" much better than I!
KKat

DW_Ant wrote:First thing I saw was the Hay. The Hay is too bright!
Went inside the main room, the tree branch is too bright, too. I like Acy's comment when he mentioned that the branch, itself, is the source of light for everything around it.
You should not unlit surfaces and meshes. You really diminish the atmosphere of your map when you exclude lighting from it. Setting lighting similar to the skybox (the skybox has neat lighting), will greatly enhance your map.
Strange, nothing is counted as Unlit as far as I know. I shall have to play around with the lighting and see what I can do. Come to think of it I may have left ambient lighting on 255, it could be that.
Going up the ramp in the hay room is really a pain in the neck to get around. I do like how it looks though. To keep the steps in the ramp without affecting gameplay, you could either convert one copy of the step into a static mesh, and place that mesh on the ramp and disable its collision.
-or-
You could flatten out the steps enough where the players can climb up to the second floor without stubbing their toes.
Let me know if you want me to go into details in how to do this.
The whole idea was players get stuck trying to get up into the 'safe' zone but I can see how it would become annoying (though trans was made for a reason ;) ) I will play about ... though how do you convert things into static meshes? That would be useful for future maps.
I have a strong feeling that everyone will be camping in the water container. Queens did managed to teleport in there, but when they did, they just sink to the bottom without retaliation. Karma phrased it nicely, "just like shooting fish in a barrel." An anticamping volume should fix this. Let me know if you need help finding a map that has this volume, and setting the volume properly in your map.
Being directed to a map with an anti camping volume would be helpful, its a good idea. Does DM-TheEnd have one if I remember rightly? When I tested it I only had 199 health so the drowning was actually a danger XD
I've noticed the small adren pills you placed in the map. Your map isn't bad in terms of excessive adrenaline, but it's best to keep the channel counts as small as it can be. For example, the three small adren pills in the hay room should be replaced by one bigger adren pill. You can possess a copy of this adrenaline pill by loading a map that has it and copying it over to yours. This also prevents people from pulling their ears off ::coughs Butcher's name:: when they hear the adren pickup sound 3 times as loud at a fast rate.
Yup. I have a few on other maps, I will change that
I really did enjoy the double layered rooms. Usually in large scaled maps, players only have to worry about watching what's ahead of them, but with that additional floor above. We had monsters attacking us from above!
By the way, where's my carrot?
I think the large rabbit that escaped ate it!
In wireframe, top, front, or side mode, you can select the geometric added brush. By default they look like blue spuares/rectangular prisms. Right click that brush, hit convert ---> to static mesh.Dynadin wrote:The whole idea was players get stuck trying to get up into the 'safe' zone but I can see how it would become annoying (though trans was made for a reason ;) ) I will play about ... though how do you convert things into static meshes? That would be useful for future maps.
By default it would be a danger, but now that there's rpg applied, people will not struggle to camp in there. Regeneration ability will cancel the drowning damage. Adren drip to cast booster, leech vamp hp by damaging nonretaliating queens that are sinking, medics could constantly heal, rejuvenating waters, healing weapons will make everyone invulnerable from drowning.Dynadin wrote:Being directed to a map with an anti camping volume would be helpful, its a good idea. Does DM-TheEnd have one if I remember rightly? When I tested it I only had 199 health so the drowning was actually a danger XD