ut4_cambridge_b1 [BETA]
#31
Posted 08 August 2011 - 07:59 PM
But sure there is a little bit to many boxes there but i still think removing them all are bad and the benches sure they can be half benches noproblem but i disagree totaly on your 2nd suggestion, those small extra areas are special for a map i think it makes it less boring and without them the map would feel so empty.
Clan: **Saft
#33
Posted 08 August 2011 - 10:39 PM
The comment which struck me most was
Quote
ontop of that Soli's points are quite valid, most of the things had been added in except for the buildings at west end where scrims on the 'fixed' version would have shown that the wall being an issue.
The flare effect was just a fun thing :) I liked it too and it doesn't cost much to have sitting there.
Cheers for the feedback
#36
Posted 12 August 2011 - 02:36 AM
Delirium, on 08 August 2011 - 08:54 AM, said:
Love you Del <3 (no homo)
majkifajki, on 08 August 2011 - 10:09 AM, said:
Just please, make areas a little differ from each other :)
Humm, interesting thought, but honestly its supposed to be a vision of Cambridge, England and the variation in the map is on par with the real life place. I'd say leave that aspect be personally.
flajaz, on 08 August 2011 - 01:23 PM, said:
hahahha, never noticed
Solitary, on 08 August 2011 - 02:12 PM, said:
1. Remove the backrest on these benches (make them half benches) so they are not so campable, currently the main issue that TS Cambridge faces is the camp factor. It is a map which has fast flanks and great spawns which are often over shadowed by the campibility of the map.
2. Reduce campability of Upper Fountain. This is the position on the map which is most often camped by teams causing cambridge gameplay to slow down, if you could bring in the walls highlighted a bit (or perhaps add a fence with player clip) it would go a long way to reduce openness of this area and tendency for teams to camp it.
3. Open up the lower fountain a bit more. The lower fountain is a high pace, high traffic location in TS cambridge. Remove these boxes for TS and the gameplay will be much faster paced.
Really dig the effect on the sun
Looking forward to future betas <3
Oh also Kick Flip! Huahuaha
IMHO, everything solitary said was DEAD ON.
majkifajki, on 08 August 2011 - 03:27 PM, said:
HAHA, about half(or more) of the dev team hasn't played the game as long as solitary and I, but that's neither here nor there. solitary's opinion is a very valid one as he is a skilled player who loves the game and knows the community very well.
Solitary, on 08 August 2011 - 03:41 PM, said:
The map is just so huge, its gonna be a slow map. The last thing it needs is stuff to make it slower! <3
theRipper, on 08 August 2011 - 05:16 PM, said:
so there. our opinion counts more :)
^^ QFT not that popular outside league play.
majkifajki, on 08 August 2011 - 07:31 PM, said:
Second - I feel convinced now and have no arguments left - shut up shall I now.
Opinions are always welcome bro, if not by anyone else in this thread, at least by me! But I am sure Delirium is listening to your input and taking it into consideration, don't stop giving input just because this particular input wasn't as liked by the community as others.
JustMe..., on 08 August 2011 - 07:59 PM, said:
But sure there is a little bit to many boxes there but i still think removing them all are bad and the benches sure they can be half benches noproblem but i disagree totaly on your 2nd suggestion, those small extra areas are special for a map i think it makes it less boring and without them the map would feel so empty.
lmfao, man. I am on solitary's team and .... lol, we camp the HELL outta that map. Not saying camping is bad, but if its TOO campy it will start to suck. Map is naturally VERY campy due to side and layout, but its still a fun map. I personally feel that it does not need any further camp aids though. (compared to _fixed_
Solitary, on 09 August 2011 - 12:55 AM, said:
^^ qft man if I had the demo of us vs pnk in that scrim, lololol
This post has been edited by Slackin: 12 August 2011 - 02:38 AM
/*----------------------------------------------------------------------
All normal mapped(bump mapped) and specular mapped .|^|.
Just a few of many, and more to come.
----------------------------------------------------------------------*/
#37
Posted 12 August 2011 - 09:35 PM
I am using Mitsubishi's 64 bit client.
Any idea why the map won't load for me?
#39
Posted 17 January 2012 - 04:03 PM
This post has been edited by nitro: 17 January 2012 - 04:03 PM
32GB DDR4 3800MHz CL16 · 2x 1TB Samsung NVMe RAID 0 · 16GB Radeon RX 6900XT Liquid Cooled
#40
Posted 11 June 2012 - 03:41 PM
Just a little tinkering of the saturation of color in lighting and the texturing, screenies taken with gamma 1.4
Thoughts? too much saturation/not enough color? lemme know :)