I've found some time to check the map out and look for new ideas. I like the way you have made the arena, very curious... Great visual changes around the map, too!
- The framerates are quite low in my comp...
- I'd recommend scaling the map up a bit (about +5-10%). Those new brick meshes are sticking out of the walls and reducing considerably the playable space...
- All those new machinery Movers would be better if they were ClientMovers. Normal movers are syncronized during online play (which means more lag), whereas ClientMovers aren't. Lifts and everything triggered must be normal movers of course, but all the moving stuff that is not game relevant should be replaced by ClientMovers... Sorry, I should have advised that when I saw the old pics...
I downloaded once a little tool that might help you to re-key all the movers faster. [Attached bellow]
- You can get stuck at any wall. All the brick meshes should be inside the BlockingVolumes, unlike now that most of the bricks go out of the Volumes...
- The jumps are not pathed in the arena, so the shield is always yours. Place the JumpSpots on the boxes, set them to JumpSpot->bForceAllowDoubleJump=True, and force PathNodes to them.
- Too many BioAmmo in the arena, I think one AmmoPack bside the Bio and another one on each box is enough. Consider placing a few vials on the edges so you have a better chance to kick players out. Maybe the Shield would be better changed by a small shield or the Amp...
- I am using a RandomTrigger actor (made by SuperApe ) in my map to give a random characeter to the executions. You could use it here to make the pistons move in different orders during each execution. In addition, more pistons could be added on the bottom/sides of the jails to add different kinds of death sequences... [Actor attached bellow]
- Why don't you convert the bricks from the jails to movers to move them out of the camera view when the execution starts? Adding lots of great improvements the map but leaving the camera as it's now... uhmm...
- The grate texture looks too ugly, isn't there a better one?
- Lighting could use more contrast, like more light coming from the windows, and bigger torches bringing more light around them.
- Make the lifts a bit faster and lower their StayOpenTime as much as possible.
- Took some screens and drew a few lines on them...
The reasons for the health placement moves are:
· Pic2: Healths on the back paths to encourage taking them, they are the longest and more dangerous of the paths IMO.
· Pic5: There is a shield in the base already. Moving those healths to the middle might make people go out a bit more...
Keep it up!
- The framerates are quite low in my comp...
- I'd recommend scaling the map up a bit (about +5-10%). Those new brick meshes are sticking out of the walls and reducing considerably the playable space...
- All those new machinery Movers would be better if they were ClientMovers. Normal movers are syncronized during online play (which means more lag), whereas ClientMovers aren't. Lifts and everything triggered must be normal movers of course, but all the moving stuff that is not game relevant should be replaced by ClientMovers... Sorry, I should have advised that when I saw the old pics...
I downloaded once a little tool that might help you to re-key all the movers faster. [Attached bellow]
- You can get stuck at any wall. All the brick meshes should be inside the BlockingVolumes, unlike now that most of the bricks go out of the Volumes...
- The jumps are not pathed in the arena, so the shield is always yours. Place the JumpSpots on the boxes, set them to JumpSpot->bForceAllowDoubleJump=True, and force PathNodes to them.
- Too many BioAmmo in the arena, I think one AmmoPack bside the Bio and another one on each box is enough. Consider placing a few vials on the edges so you have a better chance to kick players out. Maybe the Shield would be better changed by a small shield or the Amp...
- I am using a RandomTrigger actor (made by SuperApe ) in my map to give a random characeter to the executions. You could use it here to make the pistons move in different orders during each execution. In addition, more pistons could be added on the bottom/sides of the jails to add different kinds of death sequences... [Actor attached bellow]
- Why don't you convert the bricks from the jails to movers to move them out of the camera view when the execution starts? Adding lots of great improvements the map but leaving the camera as it's now... uhmm...
- The grate texture looks too ugly, isn't there a better one?
- Lighting could use more contrast, like more light coming from the windows, and bigger torches bringing more light around them.
- Make the lifts a bit faster and lower their StayOpenTime as much as possible.
- Took some screens and drew a few lines on them...
The reasons for the health placement moves are:
· Pic2: Healths on the back paths to encourage taking them, they are the longest and more dangerous of the paths IMO.
· Pic5: There is a shield in the base already. Moving those healths to the middle might make people go out a bit more...
Keep it up!
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