those peices of wood for the bridge will they all be breakable if so i think that would be cool
Updated Aztec
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narby wrote..
Personally, I think the nades should be able to go through the wood.. It may look weird, but then again, nades going through the bridge now looks weird too? Nades going through the fence in militia looks weird, no one complains about this.. Being able to nade through bridge is crucial in some terrorist strats and I think it should be kept..
I can make it do either. If the nades go through wood it will look pretty weird.
Bear in mind this is NOT A FINAL MAP. I have other work to be doing right now, and aztec will be completed when my other obligations are done too.Comment
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David Johnston wrote..
As N@rby already said, don't try the realism arguement for cs, it doesn't hold.
What do you propose instead? Standard boring rectangular doors which would result in the stone above collapsing? Or a few holes in the wall to crawl through? Maybe a sewer system that you have to go through to get to the other side of the wall? Perhaps Chris can put a spring in the ground that springs players into the air, 'Holy Grail' style? Maybe some sort of teleporter, or a bus route from one side to the other? How about some ropes over the top - after all, the old aztecs couldn't be arsed to bother with doors and doorways and were forever climbing over walls to get into their property.
The 'keyhole doors' are great things.
Yes "boring" square doorways are better, because they have less impact on our fps. No keyhole shaped doorways are not better, they increase the number of polygons being show and they LOOK UGLY. The version if aztec_c I played had the keyhole door in the bridge room removed, and it looks a hundred times better.
If these changes were good, people would not be so up in arms about it. They are changes that are not wanted, changes that simply don't look better... and for some reason n@rby is suprised that people don't like it? Then his attitude and yours of flaming and sarcastic humour is going to help the situation how?
Some of the changes are good, some aren't. He wants to improve fps then redo the brushwork by all means (incidentally the version I've played have little to no fps improvements). But making large aesthetic changes that are as amateurish doesn't bode well. We don't need to go making better maps to prove how much better it can look done another way because he has already done the better maps. Most people get better with time... and most people take constructive criticism in their stride.Comment
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I'm worried about the bridge.
There appear to be a couple of gaps on the bridge. It's important for the Ts to be able to charge across the bridge. If they have to jump across those gaps, they will be slowed down.
The chokepoint on that bridge is hard enough as it is. Force the Ts to stop twice from two jumps. Ouch!Comment
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