I take some pics of the spots where I found double jump annoying. The yellow circle is to show you where, free to you to make it look like stairs or simply like 45 degree or whatever you like
Thanks. I should be able to take care of those. Let me know if you find others.
That one is to show wich material look washed out compare with the nice bricks above
I see... it is not a matter of texture resolution. You are just saying that the colors on the lower texture look dingy compared to the upper texture. To some extent that is just the way the texture is. I can try tweaking the material, but I doubt that it will make much impact.
Ha, I understand now. But it's rather the fact that they are "in the way" so it's like I'm in the obligation to take them if I want to pass there since they occupied like 80% of the space.
There is room to pass between the jump pads and the raised edge of the building. If you press against that raised edge a little, it helps you get by the jump pads cleanly. However, it is a tight space, particularly during combat. I will try to make more room.
I don't think you must change any geometry but rather disperse the weapons / powerups. I just think of switching the powerup with the belt or putting on the building where you have sniper ammo would me more appropriate. Personnaly, I would :
- Place the sniper at the udamage spot leaving the bezerk alone.
- Put the udamage where the sniper ammo is located in the other building so powerups are at the opposite.
- Put another sniper weapon base on top of the smaller building so at least you will have more fun to kill the sniper player on the other side & also take out the player from your own building if he goes to the bezerk.
- Move the vest in the smaller building in a tight place.
- Add the dual enforcer weapon in the bigger building.
I didn't really want to move the U-Damage. Since I had designed that area for such a power-up, putting the sniper rifle there seems out of place. Instead I raised the U-Damage pedestal to make it more difficult to grab. Now it requires two double-jumps during which the player is an easy target. I think I will also add a sound when the U-Damage spawns.

I moved the sniper rifle to the bridge in the center of the garden building.

I added an enforcer pickup on the sniping perch. This gives a good reason to go there other than just sniping.

I did a number of things to make the radio building (the smaller building) more rewarding. For one, I moved the armor vest from the garden building to the back ledge of the radio building. This is where the helmet used to be.

The helmet is now on the top level inside the radio building. I did not move the thigh pads to the radio building largely because I ran out of good places to put things.

I mixed up the ammo as you suggested. This includes putting pickups on the radio building such as those below that go with weapons found on the garden building.

I also added enforcer ammo on each side of the stairwell in the radio building.

The radio building is a pretty vicious place. It is easy to take a lot of damage, so I added one more health pickup.

Here are the current pickup counts and their distribution among the buildings. Given that the radio building is half the size of the garden building, its item list is pretty strong now. I list some health as "out-of-flow". This means that the player must go significantly out of his way or expose himself to elevated risk (pun intended) to get the item.
Radio Building
- Jump Pads to Shield Belt
- Jump Pad to Berserk
- Vest x1 (on rear ledge)
- Helmet x1
- Flak Cannon x1
- Shock Rifle x1
- Bio Rifle x1
- Sniper Ammo x2
- Rocket Ammo x2
- Flak Ammo x2
- Stinger Ammo x1
- Link Ammo x1
- Shock Ammo x1
- Bio Ammo x2
- Enforcer Ammo x2
- Medium Health x6
- Health Vial (in-flow) x4
- Health Vial (out-of-flow) x9
Garden Building
- Jump Pad to Sniping Perch
- U-Damage x1 (on pedestal that requires 2 double-jumps)
- Shield Belt x1 (accessed from Radio Building or via impact jump from adjacent rafter)
- Thigh Pads x1
- Sniper Rifle x1
- Rocket Launcher x1
- Stinger Minigun x1
- Link Gun x1
- Shock Rifle x1
- Sniper Ammo x1
- Rocket Ammo x2
- Flak Ammo x1
- Stinger Ammo x3
- Link Ammo x3
- Shock Ammo x2
- Bio Ammo x1
- Medium Health (in-flow) x7
- Medium Health (out-of-flow) x2
- Health Vial (in-flow) x0 (yup, zero)
- Health Vial (out-of-flow) x31
Sniping Perch
- Enforcer x1 (gives Dual Enforcers)
- Sniper Ammo x1
- Health Vial (out-of-flow) x1
Small Ledge
- Berserk (accessed from Radio Building)
________________________________________
Jesse (SuperAlgae) Banet
DM-HardFall .. See the first post for the latest download and screenshots.
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