PDA

View Full Version : grotto beta2


MrSpoon52
15th Jan 2002, 09:11 PM
just had quick play getting better 2 probs. up in sniper tower/cave where laser fence is there's a visable trigger icon also when you look down to sniper mainly in zoomed hom strikes again on some walls near the house.
Still its playing great!!!

navboy
16th Jan 2002, 01:13 AM
i really like it. playability is great. i mostly played with 7 bots, but i think it could handle more players easily.

ran great on my P3 866 w/Matrox (read crappy) G450 card. The triggered alarm's volume and radius are just about right, in that you'll normally hear it but it's possible to miss it if engrossed in your sniping, and also once you *do* hear it you don't have much time to respond, just right i think.

i was playing with the translocator b4 i noticed you'd added one -- it's a great map for translocator. i was having fun doing the big running jump off the redeemer cliff down into the pond below for the health, but shooting my T/L onto the ammo bluff or spinning around and shooting it back into the sniper hole for a quick relocate after grabbing the pond health.

also fun to shoot down into the skylight/chimney whatever it is of the house from a distance away ;)

down in one of those cave areas there are some orange light fixtures with orange lens flares, and i thought the orange lightfixture texture could be a little brighter, have a tad more orange light on them because the flares seemed just a little dominant and sometimes when you round a corner the flare doesn't render right away and when that happens the texture didn't look like it was radiating any light at all. That's the only think i could notice. I guess on the front of the redeemer cliff there are some fairly obvious texture seams, but i don' t know if it's even possible to get all seams to blend with irregular shapes like that.

Other than that, cosmetically it's looking and sounding damn good, and like i say i think it's a great layout with great playability.

Nachimir
16th Jan 2002, 07:48 PM
OK, thnakyou both. I tried with that HOM, but I know I won't get it to go away... <sigh> At least it's not in the middle of the screen, and while trying I did get rid of a bit near the lowest teleporter. The trigger was just for the Beta so people could play with the alarm... well I know I wanted to :)

Spot on with the lamps too, I've fixed that now. Paths are even better; thanks to something called an IgnoreZ the bots jump into the water from the sniper nest, and sometimes right from the top.

Also, just in case someone didn't find it, here's how to get to the Easter Egg:

Shoot down towards the back edge of the drain (Back being upstream):
http://www.planetunreal.com/fragadelic/nachimir/grotto/down.jpg

Then quickly shoot into this corner (There are two triggers, one in the drain, one attached to a mover that briefly pops into the room):
http://www.planetunreal.com/fragadelic/nachimir/grotto/up.jpg

Hey Presto, the Purple Room of Unhealthy Clichès is open to you (Or if you're playing the DOM version, the Most Holy of a Monkey Temple).
http://www.planetunreal.com/fragadelic/nachimir/grotto/down2.jpg

I'm going to release on Friday night/Saturday morning, and try to follow up with the DOM a week later.