• Medieval Payload: Morrigan Alley - W.I.P.
    215 replies, posted
I've got a couple more suggestions before you compile the next beta. First one is adding some windows to the Last Spawn on Blu. It's a bit disorientating when you first spawn in there. Windows would allow players to see where the cart is: [img]http://i.imgur.com/oP0oY.jpg[/img] [img]http://i.imgur.com/Cjsxo.jpg[/img] The next idea would be quite a big change, involving quite a bit of work. So see what you think. The last cap point seems to finish very quickly and doesn't seem to have the high amount of tension the last cap point normally has on other maps. This might be able to be adjusted through respawn timers, but I was thinking of a redesign of the point itself. At the moment the castle door is flush with the wall and is completely flat, I propose three things (see pic): a) Make castle gate wall Concave (in red) a.i) This allows for small windows that snipers can use on either side (in green) b) Add a small ramp after the bridge that the cart can roll back down if not being pushed (in yellow) [IMG]http://i.imgur.com/y9Lvc.jpg[/IMG] Hope that makes sense. I also was thinking changing the Castle Door to a Gate, allowing bows and crossbows to fire through it, but I imagine this would require new meshes, animations and a lot more work. I also love the tunnel at the last point, at a purely Deco standpoint, convert the Kavans Knickknackery into an Undertakers and the tunnel could be somehow apart of the shops theme.
This looks awesome, if only i could find some servers using it!
[url]http://steamcommunity.com/id/rogi07/screenshot/578930397419795233[/url] You can be inside them. Edit: [url]http://steamcommunity.com/id/rogi07/screenshot/578930397421456917[/url] Sometimes the Iron Maiden sends you up.
Got any update on Beta4 progress Trey?
Sorry, you need to Log In to post a reply to this thread.