[Myrk:]
Don't get me wrong, I'm not blindly rejecting what you're saying, there just is usually more than meets the eye.
I did work to improve layout a bit, but I am trying to stick as close to the original as possible. Remember this is a remake, I don't want to create something completely unrelated. Also once you know what you're doing, I can get to any point in the map in under 30 seconds. I have a "Lap" where I make a full loop around the roop in about 25 seconds.
Everyone asks to get above the lights. I did some play testing. It just generated stagnant camp fests in which the people on the lights didn't move and the people below tried to stay out view to avoid being shots. The one thing I have to fight on a map of my style is stagnation. The lights just created a race to see who could get there first.
I keep my eyes open for new charger station locations. Any thoughts on where you would like to see some?
Sorry again, it is turkey burgers, and actually I hate ladders so I would argue you shouldn't need ladders to navigate, but people have to move vertically somehow. Teleporters also do two things for the map, they mix up the action keeping it from from clumping in one place on the map and they speed things up considerably, again it goes back to being able to get just about anywhere in 30 seconds.
They *should be* exactly 12x scale like everything else. I tried to measure as much stuff as I could to be consistant. I'll double check.
Mouse was almost wireless
I added the cord 20 seconds before compiling, it was a test to figure out a good wire system, fear not cables for everything else are on the way.
I'm really fighting texture resolution on this front. I'm trying not to stretch the textures as much as humanly possible while maintaining realism. The bricks are different sizes on every compile
You'll probably see them a new size next time.
I already have a packet of M&Ms scanned in. It'll be in the next beta, I just didn't have time prior to this one to fully test it. As is junk on both tables.
I'm not entirely sure what you mean by "The table and sofa are useless". Could you be more specific.
All models are still quite buggy, I'm having trouble getting the Vphysics models to line up with the normal models, hence why none of them except for the M&Ms move. The glass especially is giving me lots of trouble. All of this is in the known bugs section I believe.
Circulation is something I should address. I'm open to sudgestions.
? quoting Myrk-
Best to show him his errors so he makes it better!
"And, whom did you learn that from? Hmm?
"
Actually I believe that was in my first post verbatim
I have always believed that people are only willing to expend energy trying to help make things with potential better. At least in my experience, the longer my posts the more I usually care about the topic. Every critique is a learning experience. Besides it's up to me to decide what is and isn't relevant, not the player, so what's the harm in listening to them.
And finally, give me a list of Rats maps you think I should go do research on, I might have most of them and I'll go find the rest.
[Imbrifer:] The chair and couch were actually only intended to be temporary but then like alot of things they just grew on me. It is actually one of the valve models scaled (recompiled to scale for those curious). While I first intended to do brushwork for all largescale objects such as the couch and chair, I quickly discovered that Hammer's UVW editor is barely worthy of such a name. Texture alignment is far too difficult so models are the only option in my view for high poly systems. However that being said I would like to load up the couch and increase it's poly count, and give it a real collision model (It's just invisible brushes right now). Keep your eyes open during Beta 2.
[critique]
I would also like to point out, that almost all of the small things on the first ciritque are fixed. Also please check the "Known bugs" before posting a critique for the sake of efficiency. Now critique away.