Thx for the nice comments everyone
[3dgamer]Lord_M said:
1) u-pan / v-pan speed can set using the zoneinfo icon
means u can adjust the u-pan speed for the skyzone with the skyzone-icon (arghl.....what a crappy sentence)
if u speed it down to 0,1 it looks smooth, not like a hurricane
Oh, i didnt know that, i will look into it, thx
2) change startpositions after 1st obejctive is destroyed
its boring to walk over and over the same way
They change after 2nd, 1st one is kinda easy to take with dhl and u can launch pretty near the base entrance, its not that long walk to 2nd imo. Gotta look into that aswell.
i dont understand the first objective...you stole this "apc" and drive to the switch...? hm...strange
U drive the gate control down
sobo said:
the mountains of the skyzone are unnaturally bright.
Yep, i just noticed that also, i will dimm the lighting
the beams in the first circle room: they appear to be masked giving them a black broder try translucent as surface property instead, i think it would look nicer.
Hmm not actually sure what u mean there, but gonna check if i can figure it out.
the three rotating circles arent really high poly stuff, but stilll they slow me down in that area to about 65 fps ALONE.
Yes, theres a litlle slowdown
dunno why, gotta test it with only 1 ring.
and finally the corridors to the left and right of the main route are IMO a bit narrow and simple. the rest is nicely detailed but those corridors need a bit work still
I thought they were wide
They are pretty booring looking, hard to find any good texture which will adapt well on the risingns and round parts. Maybe should add the corridors sum windows or sumthing.
iggy said:
didn't you fix a 2nd spawnpoint after the first objective ?
Attackers 2nd spawnpoint is enabled after 2nd objective ( compressor ), it also blocks defenders outside teleports ( 1 & 2 ). Would have to play test, to see how it works.
Do u think the defenders teleport 1 near main entrance should be disabled after 1st obj ( apc ) ?