:smile: No, martinloki, it's not too late. I got the mapping fever
last night and this morning, and I've been fixing little things here
and there for the past eight hours! So I appreciate your
suggestions.
The prisoner "squad member following" bug has been fixed already.
That has been bothering me also, and I squashed that message yesterday.
And I did carefully choreograph the spawning of the guards. The
latest release of the map should hide this "magically spawning" guard
issue better. True, the gurad does spawn with a trigger when the
gravity gun is taken, but I planned it so it's not so obvious. I
had the gurad patrol into the player's position so it looks like he's
coming to investigate the source of gun fire in the prison.
Next I found 2 more soldiers that appear suddenly from the spawn
void. In the hall leading to the second building, on the right
hand side, they spawned in front of me twice. (actually one in
front and one behind) I had dodged outside into the stair
landing to avoid some fire and when i returned and tried to forge on,
one spawned right in my path and the other right behind me.
Hmm, I am not exactly sure of the location of those guards you're
describing. I playtested it many times, but I've never had that
happen to me. Then again, I have a preconceived notion of where
the triggers and guards are, so I am inherently biased.
Would it be possible to describe them in detail for me (i.e. what types
of weapon they're carrying, an even more detailed description of their
spawn location)?
The odd shaped brushes you're talking about in the tower (next to the
fence) are left there intentionally. They're byproducts of the
adjacent roof, but since they actually look kinda cool next to the
fence, I decided not to fix them and leave them there.
The healthkit reachable through the fence is intentional. It
actually serves as a hint that the player should try to hop over the
short slanted wall to get to the large box of SMG1 ammo hidden there.
All the shadows casted by the models are blue in this map. This
is consistent for every machine playtested. I am not sure what
causes this, but it's possible that it's a consequence of the bluish
ambient light I set. Since it's not a major cosmetic blemish, I
left it be. I really wanted to have a bluish ambient light.
There are no more zombies in the basement. No one felt zombies
are appropriate in this setting, so I took them out in the latest
version of the map.
The force fields only block the player's movement. It's the same
way in Valve's official single player maps (remember in the beginning,
after you get out of the train station and you're wandering around in
the city plaza?). If the fields block NPC's as well, then the
gameplay would suffer.
I don't know why sometimes the manhacks made no noise. It has
happened to me also, but not consistently. I really don't have
any idea how to fix this problem.
And the Combine next to the fountain? I left it like that
intentionally, so he'll stay put and keep lobbing grenades at the
player as you try to come out of the buliding. When you finally
kill him, he usually has some interesting posture hanging at the edge
of the fountain. I like this ragdoll effect.
Thanks for all the ideas. I'll keep updating until it's as bug-free as I can get it.