Yep, glad you see you are finally back, too...
I have already explained all my points here and in my PM and I still keep a lot of them. I insist on moving the hitscan weapons (Shock, Mini) to non-hitscan dominant areas...
A few more things:
- There are too many antiportals, I think most of them are useless and they are just affecting to performance rather than optimizing anything. Have a look to them and remove the ones you think they are the most useless, those small ones inside the pillars must be removed for sure...
- LowerRampLeft camera is at FullScreen...
- The PowerNode bases in the jails are shown over the laser textures if you go near them. Maybe INIQUITOUS can help you out with this
[INI where are you! ]
- The teleporters from/to the lowest area are not linked correctly, check them out and you'll know what I mean...
- The aiming of the PlayerStarts and Teleporters can affect the flow of the map more than one thinks...
Make sure they are aiming to positions where you wouldn't get confused after spawning/teleporting...
- The bots did not work in this beta until I went to the editor and rebuilt the paths. Although it works, pathing on movers might be buggy. You should cover the floor mover in the jails with a brush and rebuild the paths. Then remove the brush and rebuild geometry and lighting, but NOT the paths...
By the way, use PathTag names in the AssaultPaths to avoid the bots doing strange things. For instance, you can't switch from the Bio hallway to the Shock walkway, that's why you need PathTags... [
Blitz's tutorial linky]