Missing cold breath, too distant crates, and more...
Truncated choppy list of observations below! No time for Shakespeare!
Cold breath not working on cold maps.
Cannot locate
CAR-15.
Cannot locate the
Halo assault rifle with undermounted grenade launcher (I was really looking forward to trying that thing out!).
Cannot locate the
katana. How is it that these weapons aren't in-game? Do I have to have a certain mutator activated, or...?
What's the line listing I need to
disable the teammates' names?
What's the line listing for
altering how long dropped weapons stay present on the map? I tried hunting for these in the .ini files (when provided, using the terms listed in the Read Me document), but I came up with nothing.
About 1 in 6 missile-crates spawns are coming out "wonky," mainly
tilted on impossible angles (the top crates are still firmly seated on top of the lower boxes which are severely tilted).
Oftentimes, the crates are
too far away from the glowing HUD capture ring to be truly useful. If I try to make use of the stacked crates, I'm so far away from the capture ring that it can be easily seized by others without me even knowing that they're there.
This
isn't necessarily a bad thing
if it's done
in addition to a more robust defensive ring. In fact, let's say that there's only a 30% chance of a few, badly shot up missile crates to spawn near
WEAPON spawn points. These crates would not change color when touched, and their shot out lights would not illuminate with team colors--perhaps they were so badly damaged that they were abandoned altogether, but are still useful for seeking some degree of cover and concealment. These badly damaged crates would never be setup as defensive circles, and any exposed missiles will have already expended their supply of the pressurized toxic gases.
I'm sure that I forgot to mention a tactical/game balancing detail in my earlier posting about the missile-crate defensive ring. You probably already figured it out, since it's so obvious, but I'm mentioning it here for others to consider and give feedback on. In that post, I stated that every once in a while, a defensive ring will spawn with
a crate that's damaged enough that its missile is partially exposed. Should the ring be assaulted with explosives, there's a chance that this exposed missile gets damaged, and it releases a highly pressurized toxic (translucent and green?) gas that quickly fills up the smaller invisible capture zone at the center of the ring of crates, and the gas will also rapidly expand to a meter
beyond the outermost edge of the crates. The gas is emitted for 20 sec., at which point the emitting particulates "clog up" the emitting hole, and the gas then dissipates and becomes "safe" to inhale within another 10 sec. This 30 sec. time frame is a
penalty to the not-too-careful attackers, for during this time, the crates will STAY lit with the
last defender's colors, and will thus continue generating points for the team even though nobody can actually physically occupy the toxic region.
My previous observation with the "enhanced team working" bots is probably due to a gaff on my part.

I forgot that in the Game Rules I set the bot number to "16." I'm confident that the grouped-together-bots was due to there being more of them on the map than what the map designer intended.
The
mantling animation was PERFECT. It was very smooth, looked NATURAL, and didn't bug out on me. I want to try running into it, and then hitting "sprint" while the animation is playing a few more times to be sure of my observations, but this is a major improvement over the past incarnation.
I'm really looking forward to trying out your new "YARM showoff" levels!
I'm still sure that there are several features that will be
big draws to the mod once they're fully realized: the defensive rings, the implementation of suppression fire psychological effects, and a bleeding/bandaging system.
Keep up the
great work. Have a good night!
