Hey fourth,
a few things that occurred to me when I had a wander round Ranger...
- floating crates! I imagine probably a 1-unit r_speeds curtailing measure, but it's a little obvious in my opinion.
- the rocks at the bases seem top heavy, like if it was the real world the rock would be tipping over to roll down the hill.
- I know the bases are meant to be asymetrical, but it seems a little unbalanced for blue to have a camp spot/hiding spot just behind their flag, and red to have theirs totally open.
- the use of the 2 rock/cliff textures throughout seems weird to me. I hate to sound like a texture fascist, but it's a bit jarring as the 2 textures are so different it doesn't seem consistent that they'd be right next to each other.
- In my opinion, using texture ladder flags on jumps is a bit of a cop out - it makes it too easy. ie, if even I can do it every time, its too easy
- The shadows are a bit weird, like they are choppy and random in places. I doubt you'll be able to do anything about that though.
Otherwise I quite like it. It'll take me a little practice to get faster lines, but on the whole I think it's good fun. I only wish I could make a map vis this good.
- Dagless M.D
1. Some crates will come down (mostly in the bases) I can spare some poly for that I think
2. The rocks are stuck into the ground, probably won't change em just for aesthetics.
3. Both bases have their plusses and minuses and may be adjusted before final release.
4. The cobbled stone pattern represents things that were built up rather than being built on the rock strata. Not sure if this will change to another texture but I will look at it.
5. The clip ladder in the bases is for newbies, gotta have some stuff for them as well as the pros.
6. Arghrad hates me and my nutty (do terrain in q2 engine) ideas
FtX