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Old 02-25-2009, 09:24 PM   #41
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Originally Posted by exosexattack View Post
i know what u mean about it being difficult to navigate do you think some signs would help because i plan on putting signs on walls for the final release. I see how it could be hard for someone to get lost but its really pretty basic.. to me a confusing map is dropdown (love the map dont get me wrong)
Dropdown is confusing physically, but not visually.

Your map is a little confusing visually, but not physically if you see what I mean.

Dropdown works because it's simple visually, the textures are there but they don't dominate any one part of the map. It's pretty bright and nothing on the walls is too distracting.

Schrape has a different feel to it which is harder to describe. I'm not wanting clones of other maps texture wise, but the texturing on a map like Schtop is a lot simpler and makes it an easier map to play with, without making it look particularly bad. Aardvark is another example of a map with quite wide open space that doesn't look particularly dull.

Anyway like I said when I play it again I'll give a better opinion and maybe a screenshot or two of what I mean :P
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Old 02-26-2009, 04:36 PM   #42
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Wow, the map looks good! There were a few things I noticed that probably need to get fixed. Looking up in the flagroom drops fps considerably. It is probably the fog I am guessing. In the resupply with the water, there looks to be void that is showing through or something in the bottom under the floor. You can see it if you crouch down.

There may be a few places where you can drop some hints if you haven't already, but fps other than the flagroom is high anyway. It might could help the outside area when you are at the top and back of the base.

Cool visual style. What sky is that?
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Old 02-26-2009, 11:02 PM   #43
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thanks mang the sky is grimmnight and i see what u are saying about the water .. ill figure it out
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Old 03-11-2009, 01:27 PM   #44
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I checked this map out for the first time last night.

First and foremost, it looks awesome dude. It plays really well, too.

That said, I think you need to make the paths to security/flag room more clear. It took me like 10 minutes of looking around to find the button.
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Old 03-12-2009, 01:09 AM   #45
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thanks man.. yeah i really need some signage!
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Old 03-12-2009, 01:53 AM   #46
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Signage might help but DAMN! If it took you 10 minutes to run around that base, you got problems
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Old 03-12-2009, 02:24 AM   #47
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It's Ihmhi of course he does
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Old 03-12-2009, 04:26 AM   #48
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we dont call him Dihmhi for nothing...
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Old 03-12-2009, 11:57 AM   #49
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To be fair, it was me and like 5 other people looking around... there was no indication of the security button other than the button on the wall. d:

It takes me a little while to learn new maps.

I'd suggest like... the moving arrows texture used on schtop and other maps by shadow/clover that just points you towards the security and the flag.
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Old 03-24-2009, 08:04 PM   #50
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thank you for the feedback i don't think i would use the moving arrow texture because it would be ripping off someone elses style but i promise u that the final version will be a lot more clear as far as where u need to go and whatnot
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Old 07-25-2009, 10:26 PM   #51
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worst yard ive ever seen!
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Old 07-26-2009, 07:34 PM   #52
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Old 07-28-2009, 05:00 PM   #53
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