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But... I may consider another version in the future.
I think a simple fix to the spawning would be to have zeds spawn from somewhere in this area: https://imgur.com/a/OgcXml1
I mean it could probably use more spawns in the center area as well. But without any zeds spawning from that direction, there was never anything sneaking up on me (no reason to watch my back) on top of zeds spawning fairly far away.
I checked out the control deck again and there's no framerate issues. So if you made any changes, that's no longer a problem. If you didn't then ¯\_(ツ)_/¯ might've just been my pc.
Should also add, a dark version of this map would be pretty awesome. Would add a bit to the difficulty to! Should obviously probably make it a separate version of the map if you plan on doing that for those who like it as is.
I agree with you that many players, especially myself, like wider maps I broke up this monotony with the one way slopes creating 3 paths to the furthest points of the map. So it is not as wide as it might seem and can be more “long” than wide. I like situations with long range heals and witnessing combat from afar.
As for the performance drops in the control deck, there is no quick solution for this but I will investigate. I did not experience these drops and my testers have not reported any ethier. Most of the materials I used in the map are reflective so I don’t think that’s the issue. The Horzine logo is also used in the large area below, so I don’t think it's that ethier. I can guess that you waltzed in with an m32 and blew the #$%@ out of all the destructible props. Nonetheless, the control deck has the most destructible, dynamic and lighting props than any other area of the map.
I’m experimenting with natural ways of expanding the map for more spawn points that aren’t BS if you know what I mean. The large red vents are questionable inclusions because zeds fall from the sky. I’m looking forward to furthering this discussion on how this may play out.
Adding more assets to the larger area can be problematic for performance reasons and I deliberately hesitated and kept most of this area bare. I will revisit this and see if there are cost effective solutions.
Good luck friend :)
But felt the issues worth noting as something to keep in mind if you make future maps (I mean it really does looks fantastic!)
That all aside, one issue I found is that there are huge framerate drops in the hangar control deck, I think caused by the giant Horzine logo in the center of the room (or the reflective tiles?).
Also, the hop over the railing/slide to the bottom feature is just great. The first time I did that accidentally, I thought "this is something that needs to be in more maps". Made me feel like a badass sliding down and while shooting zeds.
However, I found it to be wayyy too easy. Zeds often spawn SUPER far away, making it easy to snipe them long before they get anywhere near you. I kind of chuckled when I read "moderate difficulty". I mean it's by far wider than the widest (and easiest) TW Official map (Nuked). Could definitely use much more spawn points in the center hangar area to compensate for how wide it is.
It suffers from probably the most common problem I find of custom maps in terms of gameplay. Too wide open in certain areas and too tight/not a lot of pathways to navigate through in the rest of the map. Essentially guaranteeing players will naturally be pushed to/remain in the widest open area rendering the rest of the map... well... practically pointless, at least in terms of gameplay.
Could consider adding obstacles/trucks/whatever in the center area/along the sides of the hangar, so zeds have a chance of making it to players.