- Joined
- Apr 28, 2008
- Messages
- 772
Hola all,
one of the interesting things about Blackmesa is that a game can almost never end when both teams are capturing quickly. This has been very noticable the past 2 nites were a few games have gone 5 minutes or more in the last 30 second warning phase.
personally i lub the tension but I wanted to get a better snapshot of what you guys thought.
I'm looking over changes for a "Blackmesa2" map. current changes involve the stair wells (making them circular vs the current version), new vent access point to help soften the engie rat tunnel effect, better ceiling vent access points so the demo and soldier can jump quicker into them, lighting changes so HDR is not so intense, more player clipping around furniture (i got snagged last nite), improvements to the spawn room (i need to make those prop dynamics into prop statics), try to work in the G-man, more direction art (overlays on the floor, walls), additional polish in various areas.
And last but not least, possible changing the capture time added to the clock from 30 seconds to 40 seconds. This would have the effect of increasing the probability of games lasting more than 5 minutes in the 30 second warning phase (they may go 10 minutes). Some have asked that i increase the total game time from the start. The change I'm suggesting would add a marginal increase to that if teams are indeed capturing points. The vent additions would also counter teams "turtle'ing" up on L and C. Which helps by increasing capture rate.
thought folks?
~B
one of the interesting things about Blackmesa is that a game can almost never end when both teams are capturing quickly. This has been very noticable the past 2 nites were a few games have gone 5 minutes or more in the last 30 second warning phase.
personally i lub the tension but I wanted to get a better snapshot of what you guys thought.
I'm looking over changes for a "Blackmesa2" map. current changes involve the stair wells (making them circular vs the current version), new vent access point to help soften the engie rat tunnel effect, better ceiling vent access points so the demo and soldier can jump quicker into them, lighting changes so HDR is not so intense, more player clipping around furniture (i got snagged last nite), improvements to the spawn room (i need to make those prop dynamics into prop statics), try to work in the G-man, more direction art (overlays on the floor, walls), additional polish in various areas.
And last but not least, possible changing the capture time added to the clock from 30 seconds to 40 seconds. This would have the effect of increasing the probability of games lasting more than 5 minutes in the 30 second warning phase (they may go 10 minutes). Some have asked that i increase the total game time from the start. The change I'm suggesting would add a marginal increase to that if teams are indeed capturing points. The vent additions would also counter teams "turtle'ing" up on L and C. Which helps by increasing capture rate.
thought folks?
~B























