Ulukai {l Wrote}:Texturing is dubious... I find that you combined many different textures from different sets successfully as the ensemble looks nice and detailed, but there is so much going on at once on the screen and all those colours make it hard to focus on where you want to go and who you're shooting at
Ulukai {l Wrote}:v3 tested. Looking great, good job on the textures. I like it. The only texture I would really like to see changed is the scrolling one on top of the green and yellow bases, used for the pushers. The scrolling concrete looks really out of place to me.
I think the higher walls are a good touch, but not good enough to get the framerate up to an acceptable level. In my eyes, the little pools of water next to the entrances of the blue and red base are the culprit here, although you might think they are not always in the view because of their small sizes, but I did the test by removing them and the framerate was A LOT better once you got out of the bases. Oh and lower the lightprecision to 64 or maybe even 96 to save some space in your mapsize. It will still be good enough.
This map shows again that the Cube 2 engine can still pull off some very nice stuff and I would be very happy if this map makes it into the next release.
Dratz-_C {l Wrote}:About the terrible lack of adequate occlusion, here is a picture of a clothed "Condensation." I will let the image do the talking because it is 1:35 am and I have to work this morning.
Cheers
radiant {l Wrote}:In multi, the map appears biased against yellow/green. Red/blue can get on top of their bases, take the center launch ramp, and boost to start about halfway up the pillars you're supposed to kick up to get to the rocket, while the other two bases offer no such shortcut to ease the trip up there.
radiant {l Wrote}:Also, the jump pad shown in the crosshairs here (and its mirror image off screen to the left) is prone to act up. Especially if you try to grab the grenade on that platform first, and approach the jump in that direction, it shoots you into the ceiling formed by the platform overhead, instead of letting you make any progress. I doubt that's how it was intended to work.
Unnamed {l Wrote}:radiant {l Wrote}:In multi, the map appears biased against yellow/green. Red/blue can get on top of their bases, take the center launch ramp, and boost to start about halfway up the pillars you're supposed to kick up to get to the rocket, while the other two bases offer no such shortcut to ease the trip up there.
This problem is solved with the huge walls wich will be added I think. The 2 pushers on the top of the alpha and omega base and at the kappa and sigma base will be removed.radiant {l Wrote}:Also, the jump pad shown in the crosshairs here (and its mirror image off screen to the left) is prone to act up. Especially if you try to grab the grenade on that platform first, and approach the jump in that direction, it shoots you into the ceiling formed by the platform overhead, instead of letting you make any progress. I doubt that's how it was intended to work.
Will be fixed.
I'm unsure about adding huge walls.
greaserpirate {l Wrote}:The "clothing" should help balance yellow/green to the rest by giving them cover though, right?
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