Thanks for the feedback here and during the game. Let's see what we have now:
- Thanks to torhu and Red the map naming issue is settled
- Caulk surfaces: there are several spots that are visible for specs and even some for players that are caulked. Sometimes you even get a HOM effect. I didn't texture that faces cos of performance. But a few triangles more will not matter much. So I'll probably change that. No biggie.
- Dolny found the second safe
- Health of breakables (bridge and second safe): I can easily change that if you want. No biggie. Make it destructable with dyna then. However, I figured it might to nice to get the money WITHOUT using dyna. Well, I don't mind.
- Water: I'll change that
- Gameplay: I think that the BR round today was balanced. So, apparently, gameplay (BR) is ok? Needs probably more testing, though.
[Edit]
- crosshair: ??? IF that's a bug it's in the code ...
- animated textures (red and sig11): that was really strange. The fire textures wasn't animated. I have no idea ... but it is not related to my map AFAIK. I checked wq_mine on rawhide: same problem.
[/edit]
Well, that stuff doesn't bother me at all. These two, however, do:
- Size of the map: I don't think it is too big. As I already explained, it kept growing while I invented stuff. I think it is fine the way it is. The gameplay is intentionally different from the other maps. We have more than enough medium and small sized maps IMHO. IF I do another map, I'll probably keep it small and cozy ... But this one, no way. It was just too much work to change that now ...
- Brightness: that's really troubling me because the map looks just fine on ALL machines I tested it. I don't want the map to be as bright as the other maps (for instance canyon). These maps increase the light by using the ambience setting. That looks quite ugly IMHO: no shadows, no variation, no nothing. Some people don't care about the look of the map and play in vertex mode and do whatever is necessary to win. Personally, I like to do my killin' in a visually appealing setting
. Otherwise, I wouldn't have spent days on terrain blending and other fancy stuff. So what to do about that? Red mentioned that this might be an TFT vs. CRT problem. Apparently, it is too dark on CRT's. However, several of my buddies who tested it use CRT's and never complained about that. Nevertheless, Chico and Red told me that they can barely see anything in some places. So I got to increase the ambience a bit
making everything ugly. Still, I would like to stress that some rooms are supposed to be dark. That gives the whole thing a natural look IMHO.
ReD NeCKersoN wrote:Oh, and if we post bugs about stuff you already know about..... get used to it!
you have been down this road, I know. We'll survive that, Red
So long
Breli