quite illogical[/quote]I know. We have things that move up and down without being attached to anything, barrels that explode and activate something across the room, the list goes on. I mean to fix this for beta2.
there is definatly space to make it less linear and add an adventure aspect[/quote]I hadn't thought of this, but it is possibly an idea. For right now I am focused on keeping the player from tearing his/her hair out. If I make too many things available at any one time to explore, the user can get overwhelmed. I will consider the idea of a balance for this here.
Quoting aaron_da_killa
I was expecting to die or get hurt if I walked over
You do! lol... its just very low damage. I think the damage is set to 1 HP per second. I actually thing I need to remove them As you may or may not have noticed, vvis didn't run. The error was "too many portals" or something like that... it wasn't until I released it that I found out where my problem was. It is the hundreds of spikes on top of the glass, they are causing errors even though I have them set to func_detail. They look nice, and I hate to remove them, but unless I can fix the portal issue, I will need to remove them. I need all the detail I can get in this currently bland map.
Quoting aaron_da_killa
it would be much better if you made them actually look like buttons
I will try, but I warn you, I like my spike buttons! I want to make activation terminals unique and something not so standard, but something a touch more realistic could be in order.
Quoting aaron_da_killa
that brush based statue kind of thing, he had a wooden leg
It's a pirate

. Kind of, anyway. His peg leg on the chest. Its rather random, and it looks.... terrible, but he was hard to create without having vertex manipulation problems. I really really need to learn how to model so I can make something other than brush-based architecture and detail. And the "treasure chest" looks liek a textured box. I need to make it look like something. Something unique. The whole map right now has "uniqueitus" being that everything doesn't look very original.
[quote=aaron_da_killa]A huge arsed tv screen or some other way of keeping track of how many barrels the player has exploded
I would LOVE to do something like this, but coming from Half-Life, I am still learning Source's abilities and need more training in Hammer. Is there a counter entity that can be associated with a visual display like you just mentioned? That would be pretty cool.