Wow, that look very nice
Also it seem to be a lot of effects reading the first post.
Right on, I was hoping that more was to come of this map.
I love the idea of that sniper perch on the building that's in construction, the only trouble is I've not been able to get to it. Am I supposed to use some trick, or is that jump pad too weak? I've tried jumping down from above to land on it, I've tried hitting the space bar while in the air, and I've even tried flapping my arms but I can't get there.
It looks like the right jump pad. I jump down from the ledge into this little niche. On the opposite side I can see a platform with a jump pad, presumably to get back.
I'd seen all the other ones (jump pads), but not that one
I also love the flak cannon area
i just found the link in stevies corner on Epics(thx steve..)
Have you tried the jump pads in the couple interior areas of the garden building? One of them can be used with careful air control to get the shield belt.
I tried adding an indicator arrow for the sniper jump pad. I think it works pretty well. I put a sniper ammo pickup next to the indicator as if to say "sniping this direction".
It's amazing what a few small touches can do. That area used to be rather plain. Adding the custom mesh for the lift, some yellow bands and a couple other things made a huge difference.
i like the 2 jumps that end in the water (or on the shieldbelt^^) but i wasnt comfortable with the two jumps between the two structures...seems always "too short" ... same inside the two little jumppads are weird ;hard to use them and to escape the place in a "clean" way ( got stuck doing up and down)
Indeed, I love that jump that propels you high above the garden building. I didn't try to control it though, but I will try to use it to get the shield belt tonight. Thanks for the tip.
Always lots of bots seem to be there (I play with 11 bots)
... quite easy to do a smaller map using one of the two building btw (with less players...online it s a pain to find enough peeps to play big maps)
yeah mate the two jumppads work nicely now (no more that "too short") feeling
i prefer the sniper now but perhaps is it a little surpowered ; the sniper is enough lol^^
the only thing i m not sure to like is the access to the sniper in two jumps ; it s nice for the feeling of fall haha but i think it will slow the game with no improvement of it; but it s a personal opinion of course ( i had prefer a direct jump to the sniper and for the visual symetric effect on the roof, i had keep the other jumppad at the bottom but with another affectation...because visually just deleting that second jp can looks disgracious and no more symetrical
i forgot to mention that the post process effect while falling just before the death is pure kick a** !
thx for that new beta and srry for my crappy english![]()
Hey dude,
My last comment is about all the jumpads around the bigger building. I didn't found the use why they throw me a couple of feet forward ??? What did I miss ???
Hey dude,- The Udamage spot is ok but I would tend to place it in a more dangerous area.
- There is to much armor at the same spot (tights + vest + belt).
- About armor / ammo :
I suggest you to split half the armor on the 2 buildings because it's unbalanced. Going from the bigger building to the smaller must be worthy & it's not the case at the moment. I can grab only the rocket launcher & stay on the main building at all time without going out of ammo, armor, health making the other building useless.
Another thing I found to much is ammo. While it's ok to have 1-2 ammo for the weapon nearby, I suggest you put only 1 ammo of the weapon & put another more far away. In your case, to obtain a better gameplay, it would be better to split the ammo in each building if you want the player to move building to building. While I was playing in 1 building, killing my opponents only make me collect the same weapon instead of the others one in the other building which would be cool & less repetitive
- The sniper spot is odd, it's lower than the 2 buildings which take away the fun of being on top & shoot below. Putting a powerup just beside isn't fun neither. The player collect 2 things at the same time instead of making is way to collect the goodies. Powerup must be a risky things & deliver more fun if the player work a bit to collect it.
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About the building where you found the sniper ammo. What is the use of going there ???
While jumpads are very fun, beginning with the sniper spot, I don't really enjoy the path to collect the sniper by jumping 2 times. It doesn't feel right for me. It would feel more natural if the player would be landing straight where the sniper is located (from spot 4 to 5 in your pic) instead of falling down to jump up in the air... Also, the arrow is confusing. I didn't take that path since I thought I would be landing on the bigger building. You can move the arrow angle a bit to show the direction to the player.
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Also, using 2 jumpad to get back [from the elevated sniping area] is to much imho.
It's always a good idea to put blocking volume where you don't want the player to go / see. I was able to go way out of the play area
Same thing for the area on the left.
Also, a had to double jump to much time here & there to go on some spots that would be nicer if there was stairs. I do double jump very often in all maps but there are spots that is rather annoying for me. This jumpad is an example. I have to double jump to land on a jumpad that will throw me in the air...
The water junction are very noticeable, not a big deal but anyway.
My last comment is about all the jumpads around the bigger building. I didn't found the use why they throw me a couple of feet forward ??? What did I miss ???
Some textures could have more definition, mostly the red bricks.
Now, this post may sound a bit negative, but don't get me wrong dude, it's a very good map & take my post as a grain of salt, I just want to provide you another POV. You just can't please everyone but even if you don't apply anything of what I suggest, it's fine
The layout is very nice, it's only the spots that required double jumping that is arther annoying for me but I like the layout very much. The mesh work is also well done, simple & clean. I really like your PP effects when you die by falling off the buildings & in the pool. The way the lift move is also cool. Sounds are great & fit well. FPS is great.
Wow! Thanks for the thorough feedback Steve.
Agreed. I put it on a pedestal, but the area as a whole is not as exposed as I would like. However, I am not sure how to improve its placement short of a significant architectural change someplace. Hopefully some smaller changes with other item placement, etc will be enough. Maybe further elevating the pedestal would help.
The ledge with the sniper rifle is not actually for sniping. The idea is to grab the sniper rifle and go to the under-construction area (with the sniper ammo) for sniping. I think I will move the sniper rifle and leave just the berserk on the small ledge.
I made some jumps 2-stage because I really wanted that feeling of height/danger as you fall to the second jump pad. If I am moving the sniper rifle someplace else and leaving only berserk on that ledge, do you think that addresses the issue?
Since those jump pads have a lot of air control, it is easy to push yourself off course if you just run onto them. By jumping onto them (a non-double jump should be enough), it gives a chance for you to let go of the direction keys before hitting the jump pad. I elevated those jump pads to encourage that behavior, but maybe it is not having the desired effect. I could just reduce the air control. The only real value to the air control on those particular pads is that the one in your screenshot can be used to access the shield belt, which is probably bad for gameplay anyway.
Can you point out other places where you think too much jumping is required? I'd like to target the places that you find problematic.
As {BFG}Bl!tz~ commented, those pads accelerate movement along the length of the building. Each one should launch you about 1/3 the length of the building. They can also be used to get some height on your opponent (useful if you have the rocket launcher). They have pretty high air control, so you can even use them to jump towards the interior of the building.
Do you mean the red bricks used more towards the edges of the garden building or the more orangish bricks used in the center corridor? I noticed that the orangish ones are rather low-res.
Thanks. The feedback is much appreciated. I think most of it can be addressed. Some of the jump pad sequences are important to the feel of the level, but at the same time I want to make sure they do not annoy.