A railing would do, but I was imagining something more like a rock lip so you can't just W key your way in there. If you accidentally or intentionally do it, there is not helping you. I have accidentally fallen off crevice before so there is that.
I think it would be better if it could still be intentionally used to make that super jump, but not just W key off.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
Played another round on this yesterday and loved it. If someone could dig in and do a visual tune up, I'd love to see this go official. It's well balanced, memorable, unique, and feels like a real place, and these are very difficult to achieve simultaneously. I want to play more rounds on it just to learn how to fight in all the different interesting rooms.
My only real complaints with it are visual:
1. There are a lot of bad-looking afterthought hallways. The rooms are generally close to the mark, but the hallways aren't. Lots of fighting happens there, and this drags down the overall feel of the map.
2. The lighting is generally pretty flat, and makes it hard to read the geometry of the rooms. Spots highlighting the main paths through each room, and especially entrances, exits, would help a lot. Generally, the floors should be brighter than the ceilings for big rooms to read correctly, and this isn't always the case.
3. There are some big issues with texture choice, especially at the boundaries of textures and props (where the dirty props often clash with clean textures.) I think it could benefit enormously from reworking the textures/props on the ceilings especially.
4. There are also lots of things built with geometry that could benefit from being replaced with props or adding prop ornamentation.
I vote for this every time it's an option now. Great job, and I hope it continues to get some work now and then.
Comments
Have you considering putting a small amount of collision there just so this doesn't happen accidentally?
no he means like a floor, just a little bit to avoid onos dropping to their doom so quickly and easily.
I think it would be better if it could still be intentionally used to make that super jump, but not just W key off.
I think it could use some higher contrast lighting. The whole map feels very flat visually.
My only real complaints with it are visual:
1. There are a lot of bad-looking afterthought hallways. The rooms are generally close to the mark, but the hallways aren't. Lots of fighting happens there, and this drags down the overall feel of the map.
2. The lighting is generally pretty flat, and makes it hard to read the geometry of the rooms. Spots highlighting the main paths through each room, and especially entrances, exits, would help a lot. Generally, the floors should be brighter than the ceilings for big rooms to read correctly, and this isn't always the case.
3. There are some big issues with texture choice, especially at the boundaries of textures and props (where the dirty props often clash with clean textures.) I think it could benefit enormously from reworking the textures/props on the ceilings especially.
4. There are also lots of things built with geometry that could benefit from being replaced with props or adding prop ornamentation.
I vote for this every time it's an option now. Great job, and I hope it continues to get some work now and then.
I THINK it's a joke.
It was there for 2 days. And then mysteriously reverted...