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 Rj_sublime Version 2, Post your suggestions here.

Ruggiero
post Jul 28 2003, 12:14 PM
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I am working on RJ-Sublime version two, and would really appreciate any suggestions anyone has for it. What can be improved with the map as it is? There are a number of changes that have been made already, mostly small. some, more substantial. However, the basic flow of the map has not changed.

The sooner I get any suggestions, the sooner I can choose to implement them.

--Ruggiero


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Butter-Bean
post Jul 28 2003, 01:22 PM
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when you enter the main hall where you spawn there are three rooms, two withsecret areas in them I say you should put a final secret in that third room (if theres not one already wink.gif ) so it would be nice to put that in there to add to the effect. Maybe a lounge or something where in there like in duel arena.


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InfiniteWarrior
post Jul 28 2003, 06:40 PM
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Well, there is the small matter of having no alter in the Shrine of Ruggiero. wink.gif I think I mentioned that the swimming hole is a little dark.

Personally, I liked the shattering glass platform, but understand that it might pose a problem in a serious fight. Perhaps a switch somewhere to purposely achieve the same effect? Then, of course, there would be no way to rebuild it until a restart. (I'm assuming.) "Diving Without Glass" was kinda fun, tho.

On those platforms around the perimeter, you lose a little life going from the topmost to the next. No damage from there on out. Maybe lower it a little? Unless, of course, you wanted us to damage ourselves.

I hope you haven't changed any of those "happy accidents", because I really can't see many changes that would make it better than it already is.
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Ruggiero
post Jul 29 2003, 08:32 AM
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Infinite, you flatter me. Thank you.

Well, there have been a number of little 'features' added so far, and I hope to add a couple more. On issue is raising the roof... I am not sure how far it can be raised without clobbering framerates.

I think the main areas are not going to be altered much, the main center area, the small room, the triangular room, the big blue room. However, there may be a few areas added, ancillary, but fun additions that will not take from the main flow of the map. Did you mean, infinite, that you lose health when dropping from column to column from the top catwalk area around the edge? Personally I don't think losing a little health when JUMPING OFF THE ROOF OF A BUILDING is a bad thing. And one can always roll. wink.gif

Butterbean, 'lounges' are fine in maps, however, it has been my experience that they are rarely actually 'used.'

I have added more "area-portals" to keep framerates up, and to keep the map from lagging (to provide more "baby-rooms" for Kyzene on dialup) etc. That is one of the main killers of a map: and that is frankly why this map runs as fast as it does.

Secrets are all fine and dandy, but all 'secrets' are eventually found. I think of them more as 'features' which are satisfying, but not necessarily intrinsic to the map. As long as I can separate them via area-portals, they will not hurt framerates in the least in the main areas, so ideas for them would be helpful.

Thanks all for your comments, and I hope to have something for testing soon.

--Ruggiero


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InfiniteWarrior
post Jul 29 2003, 05:40 PM
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QUOTE(Ruggiero @ Jul 29 2003, 08:32 AM)
Did you mean, infinite, that you lose health when dropping from column to column from the top catwalk area around the edge? Personally I don't think losing a little health when JUMPING OFF THE ROOF OF A BUILDING is a bad thing. And one can always roll. wink.gif

Roll.... Off the top column? Methinks that would hurt worse somehow. smile.gif 'Twould be a challenge to hit the second one dead-on, tho. (It's from the topmost column to the next. Not the roof.) But, you're right. It doesn't hurt THAT much. I kind of like that *crunch* sound when jumping from high places anyway.

Forgot about the low ceiling. Just a few "game feet", so I can stand on top of the wall. Please? (Of course, I am nearly 6 "game feet" tall, like the rest of you. How empowering! Too much?)

What I dislike about most (even great) new maps is that there's too much emphasis on looks and secret areas and JUNK. Nothing really that makes for good game play. You have fun checking it out and never play it again.

What I like about Sublime is that it does appear to be condusive to good game play - as is - for duelists and FFA-ers alike. (Although it looks pretty great, too.) So, I hope not too many more "rooms" or 'features' will be added on.

Just my two cents.
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Tyrannus
post Jul 31 2003, 03:01 PM
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Rugg sux0rs..


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Tyrannus - Master of wit, and quite deadly with a saber. Truly a wonder.. or so the "Legend" goes..
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Ruggiero
post Jul 31 2003, 03:52 PM
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but I am adorable.


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Kyzene
post Aug 1 2003, 07:15 PM
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well i guess i have a few ideas....

like the pool....we need a better pool.....because that one is just...small and maybe u could put some more stuff around it....like some place to stand..

also ive noticed in the blue room, i dunno if u did this on purpose or not, but when u break the glass the red stuff that surrounds the glass has no inside....like u put caulk there instead of a texture.

and thats about it....besides some z-fighting thats all i think needs to be changed.....

just some ideas.... huh.gif

Ky


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