Originally posted by lamarpavel
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For the lift to the sniper platform thing, I personally doubt if there should be a lift, I added it just so that I can see the feedback, in the previous version, there is no lift. It smells problematic.
For the window where you can see the vials by the boxes, my simple intention is I don't like the fact that player can just go into that tunnel and evade back to the SR and the amp, That said, I do realize that it create another issue that you can camp and ambush too comfortably. And another thing is for now I have not yet put enough thought into that flak tunnel yet, somehow I want to see something more interesting, different than the UT3 version.
Personally I don't think for DM with more than 2 players there have to be ten seconds line of sight occlusion sort of thing, because there are lots of good examples of popular DM maps, not only in UT, but also in Quake, show the opposite.
And you are right, exposed area usually should always for benefits, that is exactly why I opened up the window in the first place, but how far it should go, I need good feedback like yours

About the bridges, yeah I thought about that before adding the new alternative paths, I even thought about my UT2K4 remake for this map, TheDeck2004, one conclusion is, in TheDeck2004, the alternative paths were too safe and comfortable compared to the main room, so I want to avoid that this time. But it is tricky because the main room is just this exposed, and to add alternative paths without reducing the usefulness of the bridges is really a tough task. So this actually led me to 2 modifications: 1) The window where you can see the vials, more benefits right in front of the bridge, 2) Pillars to provide a little bit for covers.
But it is tricky.
Yes, thanks for your feedback, now I feel more faith in my original plan that is not to have a lift next to the sniper platform.
About the ramp above the goo pit, I haven't even started to do anything for it, in the next few days, I hope.
Thank you very much!
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