BlackWolf wrote (View Post): |
Storyline without knowing a map is not easy....
Wolfi |
POTS wrote (View Post): |
Oh please make that wagon triggerable, like you hit a lever or push a button and it starts moving on its own. I love that kind of stuff. Â |
-BoB- wrote (View Post): |
Its looking great terra. when's it gna be finished  |
POTS wrote (View Post): |
Terraniux wrote (View Post): | - I removed some parts of the map, including the minetour because to much glitches, and unstable situations showed up. |
Hope you don't mean the wagon with the railroad, I liked that part. Took a look at the first beta on the private server, I also liked the fireflies and those crystals. I couldn't finish the map anyway cause a door was stuck, guess that version is not the final one yet. Â |
POTS wrote (View Post): |
... Â guess that version is not the final one yet. Â |
Terraniux wrote (View Post): |
This week I hope ! Â
The beta is almost finished. Â |
-BoB- wrote (View Post): |
Available now on the private server :)
Thanks Terra. |
Kaal979 wrote (View Post): |
When will it be on the DU servers ...? |
Supa_Angel wrote (View Post): |
Played it today. Nice. I like it, good job Terra The map looks cool, tho i miss those parts i already liked (bridge in the mine, and that big room with the miner machine or what ) Anyway good map, can't wait to play it on the Main as well Â
WD! |
-BoB- wrote (View Post): |
Don't worry it will be going on the main server soon. |
Zacman_the_damned wrote (View Post): |
Got it sussed, using Dispatchers, roundrobins and Counters  |
Cyberia-Mix wrote (View Post): |
I couldn't play it much so far but there are three things that bug me a lot:
1) It's super dark. Not as in "atmosphere" dark but "I can't see anything" dark, and no map has ever done this to me.
In the whole underground human base I have to follow the lamps to read the layout and find my path, because anything not near a light source is just black.
Shouldn't be a problem to tone up the lighting a bit to make it comfortable while maintaining the same feeling.
2) The secret stone to open the exit is really poorly placed. I know it has little importance because it's a one time puzzle and everyone ends up knowing about it, but this got our 5-6 players team blocked for like 10 mins, if not more since eventually someone who already knew decided to help. Otherwise it would probably have ended with a revote.
I would suggest you to move the secret stone to another spot, so that next time we will have to find it again, but to make this spot look more "special" so finding the stone there will look more logical. In a tunnel, behind a waterfall, between plants, stuff like this. The lamp was really too subtle as a  giveaway, because it's too far from the actual spot, and that the actual spot itself is invisible. What you had done just earlier with the other stone switch sticking out of the wall in the dark was much better.
3) The little lift in the skaarj building is annoying when you fall on its ceiling and block its return to the top. This wouldn't happen if it was just a simple platform. HOWEVER, even like that, it's still troublesome to have a lift so small that players have to take turns and use the lift in smaller groups. It separates the team for no reason and you have nothing to gain from this (worse: it gives the first group extra time to rush the next area of the map alone while the other groups have to wait and hope to catch up).
For fairness you should remove the lift completely and just leave the hole, or make some stairs.
Other than that, I think the lighting in the outside areas is too gloomy (looks like SteelHellV2 but it doesn't suit your skybox) and could benefit from being a bit livelier.
The design itself has an excellent scale for large teams and some areas look really lovely (especially the green part of the mine). |
Cyberia-Mix wrote (View Post): |
As I said, making it brighter while preserving the atmosphere is perfectly feasible. |
Terraniux wrote (View Post): |
And it is a mine attacked by skaarj  , so some lights are not working properly. . |