Thanks for the feedback chaps.
Not enough Avril ammunition -> On a map with so many fliers, it will be good to have a lot of Avrils. Could you check if the ammo is maxed out, please?
It's not. It was meant to prevent Avril spammers from the rooftop. At the moment there are 5 .. and on every node is a weaponlocker.. maybe 7 would be ok?
No team colors for the Super Mantas -> I think I saw plenty of red and blue mantas, but could you double check that all the custom mantas have two skins (one for the red team and one for the blue team)? Maybe they do and it's just hard to tell them apart due to the lighting, or a few don't. Since we still got the team icons, this is probably not the worst thing, but it may be a good idea to reduce the amount of mantas that don't have team skins to make it less confusing.
Actually I was thinking they don't have teamcolours.. but they have.. all of them.. but some are harder to see than other.
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Map layout confusion -> This is my own observation, but a lot of players race out of the base and want to go to the center of the map, but end up at the primary instead. Could you maybe place little signs on the walls of the hallway like " <- node" and " -> core" or something like that to help our players.
I will look at that.. the Bots had problems to find the high-nodes.. (8 and 1) maybe the players have the same problem? =D
Map size -> We have talked about this one before and the map size has come down nicely after compressing it to uz2 format. However, the other files that have to be downloaded in order the play the map are a problem, in particular Ledtex. It's...bigger than the actual map...(even after compression...).
Is there anything else that would look cool that you could replace it with?
I know =D .. I first wantet to clear it out, but .. well .. you know.. I will put something other to the place, or try to get rid of the extra texture.
Only one real remark from me : the holes in the ground outside that lead to the tunnel are to big. Even the tank drops in lol and you can't get it out as far as I know. Maybe you could make them the size of masterbath so that no vehicles can drop down in the holes.
It was intendet that you can push down in a Manta.. go to the midle.. grap the Nuke.. go to an exit.. granadejump with the Manta out of the tunnel and Nuke a Node. That was before I put the movers down there.
I will look at it to prevent the Tank to "fall" into it. Btw. The tank was intent to be the last defence line in the base.. with it's two turrents and the small corridors it should be very hard to attack the core.
No complains about the Mantas? Like tooooo fu* overpovered? I may make the respawntime higher and remove two of the fire Mantas?
Performance ok? I can put some fog on the Map... maybe an other Skybox.
I will make the big ShieldJump in the Stargateroom easier. An delete some lights to improve the performance there.
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