Re: RACE - NetherRace
Posted: Sun 03 Nov , 2013 11:45 am
Just gave the map a run through..
-The bsp is horrible. Granted its pretty much the original mappers fault.... Granted only us mappers would really care about that.. But seriously.. its ugly. I would almost say redo the map in static mesh's for the main path kinda like what I did for scorp coaster. Re did the whole map with sf static meshes. The only thing i see that can't necessarily be done with those meshes is the banked turns. You can do it but bsp gives you a bit more flexibility and its easier to do(less time consuming). This is totally up to you.. but it would make a huge improvement. Could always used staticmesh paths from skyrace or another race map or make your own.
-The idea of falling and just driving around to get back to start.. Not really needed.. most people would rather just die and start over. I think it would be better to just have a kill volume at ground level. Less of a pain to deal with I think.
-I haven't seen this played online yet but.. the quantum scorps could be a game play killer. With a track thats about 3 min long your going to have several encounters with the enemy.. quantum is pretty hard to fight off for that type of time frame. Not sure if your going for a trial map (which is what it was originally) or a combat style map. Right now its a mix.. its having an identity crisis.
-The team based short cuts. They say stand here to trigger. It should say "Park vehicle here to trigger".
-Exploits! The possibility of exploits even in the latest version is really high. Once people get familiar with the path there going to start to see exactly where they can jump to gain shortcut advantage. A lot of these exploits can't be blocked by the normal method of blocking volumes without making the map look like a floating wall mess.. Might want to consider the idea of creating tubes in areas where exploits are possible.
-The theme. Its rainbow which is cool and you can still keep it that way. But the skybox and base floor with its funky looking Dr. Seuss trees need to be worked with. To many items touching track that don't need to be. Just needs to be cleaned up. The skybox is ugly as hell.. if they guy even used a skybox.. I actually doubt he did..Might want to check and see what you can do to clean it up.
-The directions static meshes helped but still got a little confused at some fall points as you can't see the track until your off the edge. Only thing I could think of is maybe add some well placed holes in track at those areas where you can see the path below.
Note: A lot of these things where straight copy paste from scorpcoaster(original) so pretty much every glitch you had in coaster has been put into this.. Those dual tubes.. horrible.. I would try and just create your own thing instead of that.
Thats all I can think of atm.
-The bsp is horrible. Granted its pretty much the original mappers fault.... Granted only us mappers would really care about that.. But seriously.. its ugly. I would almost say redo the map in static mesh's for the main path kinda like what I did for scorp coaster. Re did the whole map with sf static meshes. The only thing i see that can't necessarily be done with those meshes is the banked turns. You can do it but bsp gives you a bit more flexibility and its easier to do(less time consuming). This is totally up to you.. but it would make a huge improvement. Could always used staticmesh paths from skyrace or another race map or make your own.
-The idea of falling and just driving around to get back to start.. Not really needed.. most people would rather just die and start over. I think it would be better to just have a kill volume at ground level. Less of a pain to deal with I think.
-I haven't seen this played online yet but.. the quantum scorps could be a game play killer. With a track thats about 3 min long your going to have several encounters with the enemy.. quantum is pretty hard to fight off for that type of time frame. Not sure if your going for a trial map (which is what it was originally) or a combat style map. Right now its a mix.. its having an identity crisis.
-The team based short cuts. They say stand here to trigger. It should say "Park vehicle here to trigger".
-Exploits! The possibility of exploits even in the latest version is really high. Once people get familiar with the path there going to start to see exactly where they can jump to gain shortcut advantage. A lot of these exploits can't be blocked by the normal method of blocking volumes without making the map look like a floating wall mess.. Might want to consider the idea of creating tubes in areas where exploits are possible.
-The theme. Its rainbow which is cool and you can still keep it that way. But the skybox and base floor with its funky looking Dr. Seuss trees need to be worked with. To many items touching track that don't need to be. Just needs to be cleaned up. The skybox is ugly as hell.. if they guy even used a skybox.. I actually doubt he did..Might want to check and see what you can do to clean it up.
-The directions static meshes helped but still got a little confused at some fall points as you can't see the track until your off the edge. Only thing I could think of is maybe add some well placed holes in track at those areas where you can see the path below.
Note: A lot of these things where straight copy paste from scorpcoaster(original) so pretty much every glitch you had in coaster has been put into this.. Those dual tubes.. horrible.. I would try and just create your own thing instead of that.
Thats all I can think of atm.