beer hunter said:
ummm, i've had these comments kicking around for several days and was in two minds about posting them but ho-hum, here goes...
Sounds have improved and it looks better than the last version i've got (25/11/03). This is the stuff that stands out and tried to avoid anything that would need a major edit.

1 - those brown beams with strutting above look very weird and out of place, feels as tho' they've been randomly dropped in.
2 - theres some underwater fences which i suppose are there to make it harder to get the gauss but they're a pain to nav tbh.
3 - RPG which you get at thru an underwater passage is a bit too much seeing as how theres already a gauss in this area.
4 - too empty.
5 - have to jump up to get onto the grating which is annoying.
Suggestion - ditch the RPG and the passage to it, make it so that you can get into the water from both ends of that grate walkway, place the gauss in the middle of the water and... have a button to electrify the water and zap anyone in it. Putting a button/control panel somewhere near 4 at the edge may work and be near enough the water to hear players in it.

1 - only 1 ladder will prolly be ok here.
2 - may look better if this wall was removed and replaced with sand terrain.

Its very dark in that vent. Could also knock out one of those platforms and ladders as it gets annoying having to get on/off ladders all the time.

1 - theres 2 ways up from the lower level but both are close to each other.
Come to think of it, this area may work better if there wasn't a drop down to the lower level, maybe put in a ramp round the edges or raise the lower level so the room is easier to nav around.
2 - thats one lonely window.
3 - ceilings too flat, needs a different tex or a couple of beams putting across it.

Theres nothing wrong with this bit, nice architecture and texturing, but it feels empty like a lot of the larger rooms. Putting in some simple brushwork - machinery, crates etc. may make some of these areas a bit more spiffy.
I could redo my whole section again if I had to, but I am not keen on radically changing parts of other authors' works. I'll see if I can address some of these comments. :wink:
DIETZ
1 I'll look into it, but I can't promise anything. There are similar constructions throughout this area, so at least they aren't unique.
2 Good point, I'll fix that one.
3 I was thinking that myself, but then I realized first that getting to it is a pain, as you have to start at one of the ends of the canal and get through some of the fences. The Gauss cannot be used underwater, so having it where it's at is no big deal, as a player has to traverse the whole length of the canal to get out and use it. In addition, anyone underwater is a sitting duck against anyone above, as players can shoot through that grated bridge. Also, players can't use two weapons at once, so having them both there isn't that big a deal as say having all the necessary ammo sitting around. I do agree that those two weapons pose a problem and I'll try to fix it during weapon replacement. Perhaps I'll throw some contact grenades in the water instead of the Gauss.
4 True, but given the surrounding detail and construction I think it's necessary.
5 I'll try to fix that
as for the big suggestion, that sounds good, and if it was my section I'd seriously consider it, but I don't want to change the gameplay goals Dietz had for the area as he obviously had a plan about how he wanted his section to play.
RENO
1 I'll think about it, but just as one ladder could work two couldn't hurt. It adds some symmetry and doesn't detract at all to me.
2 That wall is a visblocker from Dietz's area, I can't touch it. :sad:
GRIM
1 That was something I missed. The lighting will be fixed. As for the amount of ladders/platforms I'll look into simplifying it.
A_S
1 I'll move that ladder over to the other side. As for removing the lower section I'd like to avoid that as it adds detail and seems fine to me but if need be it'll happen.
2 It now has two friends along with it. :biggrin:
3 I'll see how it looks with the additional windows, if it still needs that little extra I'll throw it in.
YAKKY
I agree that the room is a little too cavernous, but given the fact that there are 6 entrances that all face the middle area I think it would flow better without obstructions there. No crates, though. I've gone this long without ever putting a crate in a released map and I'm not about to start. Plus to my knowledge none of the other areas have crates either and it'll look a little out of place. Sorta like I had run out of ideas and decided to resort to crates. :biggrin:
Thanks for the suggestions, I appreciate them! And don't worry about tearing down this map, I didn't even make 3/4 of it :smile: