Apparatus DM - #126
Conversation
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(Also mostly focused on the negatives/things to fix but map looks cool 👍 ) |
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Thanks for the thorough review. BTW it may have been easier to track discussion if there was a review comment for each comment, but its all good XD
The cranes are supposed to be part of other platforms in this cluster out at sea much like the one the map is on, not land. Granted I could have made some custom sprites for it but I don't think it would look much different. Initially I was going to have some glowing sprites, but I found it very difficult to achieve with the limitations of the skybox
I'll add some light to these edge areas.
Yes, you're allowed to stand on top of it, the clip is there to prevent players from standing on the handrail so half of their body isn't obscured while they peek out the top. I'll add something to make it obvious it can't be stood on
I'll clip these
I added these for the simple joy of monkey push thing down hill, I thought prediction errors were par for the course with server simulated physics props, I'd prefer not to remove them unless they pose a significant obstruction to gameplay, you can only push them off once really so I thought the impact to be minimal. Despite 20 years of technological advancements I am still enjoying random things like this personally
It does make sound, ambient_generic sounds don't play until the round starts like most maps due to them starting before the client connects
I'll jam something in there
I can add a little clip stair there
Will do
I'll put a small fence there or something
This one I felt the same but is very very difficult to do without making the structure look very stupid. I'll try and add something
Will do.
I'll lower the handrails
See earlier response
Not intentional, good find. Will fix
It sort of does, it can be used to easily get to the roof with skillfull movement when jumping off. It leads a lot higher because its cool to get an extra high view of the map (though you aren't supposed to be able to stand at the top)
I recognised this, though the beams are part of the prop and it looks good, I thought it might be okay like this as a high risk niche spot
Intentional one sided glass, though its only going to exist until the first engagement in that area until its smashed for the 10+ minutes game, thought it'd be funny to have |
Ah, my bad. GitHub does this automatically for code comments but it didn't occur to me to split comments for a manually written report for something like map feedback. I'll keep it in mind for the future though!
Can't really argue against that. Felt like pointing it out since my prediction error log was crying wolf, but indeed physics-based barrels flying around is infinitely more fun than no barrel frantically flying around. I say screw the errors & keep the physics barrels! |
Ah, this is my bad for not having bots connect but simply exploring the map alone. |
This one's really hard to communicate to the player without them being frustrated if/when they get killed not knowing about it. But I can respect the experiment, just wanted to know if this was on purpose and not a bug. Sort of off-topic but it would be cool if we had design language to signal to the player that there is one-sided vision at play for a surface. But maybe too niche to put too much effort into(?) Similar to how we have the "BALLISTIC GLASS" or whatever red decal which tells the player exactly that, used in maps like tarmac etc. Like have some kind of symbol for this concept. |
Well, I think this sort of thing anywhere is kind of dumb design which is why it isn't done much, or at least with surfaces you can shoot through. I'd be more inclined to just make it opaque on both sides. Probably more skill involved in being able to guess where the enemy is before shooting from footsteps or something, currently its like single use wallhax lol |
Deathmatch map out at sea.
NeotokyoRebuild/neo#2038