Changelist from today's games: 1) NF health box doesn't disappear - when BE captures forward bunker. Will fix. 2) Add clip/raise garage roof - because some people decided to 9mine an APC there 3) Black walls in B1 - the brushwork is too low, unbuilt walls stick out of the map 4) Fix people falling through floor - got the fix, will deploy asap 5) Change res to 1 camp 1 base - so that the resources trickle in and NF can help break the initial chokepoint with metal Actually not a whole lot of changes. Rest of the work is just textures and displacements.
Alright, so feedback since I first played it today. God fucking dammit destroyer, I like this map. It's the only infantry map I have ever played in this game that was truly fun. The map design was very similar to the ones from Call of Duty where it's a big network of passageways that you are fighting in. I'm very, very impressed with the gameplay. Unfortunately had to drop out halfway through the round cause I had to go give my parents some tech support, so I can't really comment on what the whole map feels like, but the first part and the infighting in the bunker feels pretty good to me. The small scale of this map as well will also allow you to really work on details, so I hope you work on your displacements skills and brushwork and produce something more aesthetically pleasing than bikini-clad women.
Do you mean jump around the column into an adjacent one or running around to the main entrance? I meant to fix the former some time ago, but forgot.
I'm sorry, I don't have an up-to-date package ready to be shipped - I'll be hosting _b3 now for a couple hours while I work on _b4 if you want to check it out.
I have a suggestion about the tickets. I want to know some thoughts about this from you. Change starting tickets for NF to 1600 Have each garage closing (APC inside) give 100 tickets Have each destroyed radar give 100 tickets Add 2-3 more radars with this mechanic, they would be in less accessible places - completely built in except the entrance, requiring a buildable to be built for access, so on. Thoughts?
Only complaint about that idea is how long it takes to take down radars. I mean nf's tickets are constantly ticking down, so that is time that could be put towards the actual objective. If you make them real hard to get to, as in needing a tank to effectively kill that may be even more of a time sink. Don't get me wrong, I like the idea of optional objectives. Doing this would also effectively shorten one-sided stompfests. I do agree with xellos, needs to be equal to the amount you take away. The amount of time nf currently has versus be's tickets feels perfect to me. Spartacus makes a good point too.
The APCs aren't obvious. I can't really force someone to read the objectives with the resources provided. If you go in blind into a mission you're bound to have trouble.
... Area wide announcement via Audio clip that plays when enemy team approaches that says attack target to get more tickets. Make it sound like a com announcement.