Spiker, on Jun 29 2009, 12:54 PM, said:
I need a few people to beta-test my new map for DP, please PM me. Polmer runs poor on my machine (don't know about the recent builds) so I've put only a few spotlights (not worth running polymer really, and I couldn't even test them much!). You don't have to use HRP for this map as it should look fine in all modes. The map isn't long and the only advice I can give is "Never fall down"
Unless you're sure it won't kill you
I have played the map! *SPOILERS COMING*
First a bug report. Due to a bug with the optional feature that turns models off on characters, the respawned skycar in your map was a black box for me. I have fixed this and will upload the corrected CONs shortly.
This map was medium length, not as short as you made it sound -- it just seems short compared with your last map! Construction is good, difficulty was about right (but see below), DP effects were used well, and the flow was pretty good. Nice detailing, especially on the indoor areas. In your maps, light switches actually work, doors actually open, which helps them feel like real locations. Now I have a few criticisms...
The map goes from hard to easy. Hard in the beginning because you have nothing to fight with, then easier as you get more equipment. This is a common "problem" with Duke maps so I won't make too much of it. There were a lot of grabbable boxes lying around on the rooftops that I could see no use for. I guess they were just for decoration (which is fine because I don't really like to stack them anyway), but some people will be confused by that and think they are supposed to do something with them. This brings me to what was disappointing: Not enough rooftop jumping and exploring! The best part of the map is near the beginning, when you have to use the rotating sign to jump to the next roof. I wish the map had a lot more stuff like that. For a Duke map that is pretty innovative. Why not take advantage of the mantling system and have Duke sliding along an edge with his hands? Or at least have an area with a bunch of those signs where you have to jump from one to another. Once you get inside a building, which happens pretty early in the level, it becomes a very normal Duke experience. You get to go outside a few more times, but you never feel any risk of falling off after that. I liked the Skycar part , and I'm glad you made the area large enough to fly around in comfortably. Maybe I should code a bomb view so you can see the target area before you drop the bomb, because that was the one thing that frustrated me a bit.
I have updated the CONs again to fix the bug I mentioned (same location as always).