Thrallala
Wait, if you're here then that means...
1. which places?
2. Yea...I was trying to figure out a good balance because the default maps always have their ambient sounds too low to hear...just turn down your ambient volume
3. I thought it was a good choice for a single vehicle to be in a map. If you think about it, it's actually the weakest of all the vehicles (except maybe the nightshade)...everything else can run something down quickly and is ultra maneuverable, and has a much higher rate of fire. With the amounts of health an armor in-game, I've seen bots survive a direct shot and just bounce away pretty often, which is still pretty funny...plus when you rumble outside with it you can take out a few people but it's balanced so that you still can't really hold onto it for how many angles people can get at you, and the link guns aren't in places where you can hide it too easily.
4. How so? There's one or two where the bots won't really understand them, but they open soon enough and aren't frequently used. I've seen them stay open a gap once for some reason, but that's throughout many playthroughs.
5. Why not? You realize UT3 is horribly fatalistic...max armor and health brings you roughly to the level of a standard FPS...you can survive a at least a little while with it, if you keep moving on to the next. Longer life=longer firefights=more fun. It's really just lame to spawn with a single enforcer, 100 health (which is means dead in a second) and just go to it...all 3 armor-sets are in front of a spawn point.
6. Might be your computer, what are your settings at?...there's an obvious way up but certainly not if it's all black...you gotta go underneath the path towards the LRC. It's meant to be sort of a slow down if you go into it...it's provides some cover in the center, and there's goodies down there, and to get out you have to move out of the center area as the downside for re-upping on armor and health.
7. Where at? It's not supposed to be realistic of course, but I thought the map stuck to a single style of lighting well...which part are you thinking of? Which area really stands out from another as being too weird?
8. The clock hands you mean? I think they balance the blue color that's on there well
9. Maybe...I prefer it more active, and in each area where they're at, they're meant to suit that area/add cover
10. Oh well...it's just not some people's style. Which areas do you think were over scaled? Which parts don't fit the range of the weapons given to you in that section?
Thanks for all the feedback...I don't take it personal...constructive criticism is a good thing. It'd be great if you'd elaborate on these points. Since it sounds like you're having some weird glitches on it...are you running at 5/5 on detail? That might work it out.
1. I'll see if I can get some screenshots to describe it tomorrow
2. Not that it is much work, but I don't change my ingame settings so that 1 map plays better
3. I forgot to mention, but I'm pretty sure The Paladin is one main cause of overscaling in this map, it's a quite big vehicle and paths needs to be pretty wide in order to let The Paladin navigate correctly. If you shoot a player who haven't picked up any armor with The Paladin, it's insta kill
4. Well, I was standing near a door trying to get it to open but it wouldn't however, it opened when I tried from the other side of the door.. Could be intended though, you tell me
5. Well, I guess you have a point here. Let's call if my personal preference or something
6. I had my settings @ 3/5 and 800x640 resolution, I'll see if it works better on my other computer
7. I'll take some screens of that aswell tomorrow
8. yeah, thats what I meant, I think it's kinda overly bright.
9. Also a presonal preference I guess.
10. As previously mentioned, I'll get some screens. However, I'm not really a genius when it comes to gameplay I'm really more into graphics.
Glad that you didn't take my comment personal and that you're willing to accept feedback that isn't entirely positive