Hi every one,
Thanx for stress testing my map last nite. I'll try to go over the many issuse that I want to address for the next map.
1) I had planned to release the next map as the "final" version. It is obvious the map is not ready for that. I need to incorporate all the changes from last nite first, then test again before final release.
2) doors - I have found MAJOR problems with the doors. Apparently when I duplicated the red side to make the blue side I did not properly rewire many of the triggers. I will need to review each and every trigger
3) capture points - Currently they all say "final control point being captured". I will fix this. Also each team can freely capture any of the middle 3 points in any order. I'm thinking of changing this to the center can only be captured IF the outer 2 are held by your team. This may help focus the teams better since the map is large (path wise).
4) more health? I was hoping to see more meds healing but this map is a fast map. the jury is out on this one.
5) portal room - this became a real non use item as the maps control points change so fast. The map was based off a NS map where each side had only one control point, not 5. This made the teleport room VERY important. This may change if i institute the control point requirements change (once you cap the center you only have the final left which is a short cut with the portal room).
6) snap shot error server kick - I have recieved this on valve maps in the past but not anymore. I must have stumbled on the same problem as they and will now need to hunt it down. I fear it may have to do with my high ent_data count (currently @ 89.5%) when i when over 100% on early versions the map would give the same error. what adds to the ent_data count you ask? spot lights, movers, those kewl player models in the respawn room. Basically everything you see in my may that you never see in a valve map. bummer.
7) Tram for the cave area. Yes, every one loves to see more HL1 items in the map. I have to be very careful what I use. Basically i make my own stuff from brushes (which gives it that un-valve look).
8) no-build area - i need to go over the entire map and zone off bad build areas. I'll leave the lower struts in the cave area open for those qwazy engs that like to take a chance.
9) player clip more items that stick out too far. basically try to run along a wall and if you "catch" on a model that needs to be fixed.
10) review additional comments and integrate if possible. I know some of you are concerned about the lower area and engineers. From what i can see if one team sets up 4 sentries down there it still is possible to take them out once you understand the layout (sniping from the upper floor, using the stair wells/sniper balconies to hit them while out of range/use spies.etc. I DID leave alot of ammo down there. Maybe reduce that to slow the sentry building
11) signs - the level needs more signs. The newer version already has some more. I may need to add even more
thats it for now, thanx guys!
~D