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Feedback:
-Some bots seem to get stuck in trenches possibly due to the navmesh needing manual editing
-The lighting is very atmospheric/fitting for theme, a noon/mid-day version would be awesome.
-Are all plants prop_foliage? The bots seem to see through tanks and trees. Block LOS brushes could help.
-The bot spawns from G to H seem to be broken as the bots are spawning in G when we are assaulting H.
-The finale H counter-attack spawn is a little far. This is because the finale spawns are the spawns from E. While I understand this is difficult to make work, maybe something to consider.
-Because point G is so difficult to capture, we have people advancing on it before they capture H. Thus destroying it immediately after capturing H. Not sure how you could avoid this unless you create it as another capture point
-Nav mesh may need more manual editing in general
After final release, would you be open to allow modifications to it, while giving you full credit?
never thught of the theatre setingswill check it out
https://steamhost.cn/steamcommunity_com/app/222880/discussions/3/143388250765083938/
We finished the map (finally) last night...fewer of us playing so fewer bots spawning. I still didn't notice any bot location spawn issues other than the hangar area as mentioned. We tried the map on our Armory v2.0 mod'd server and that helped. The more firepower the better on this map. lol
BTW, we've been play'n Checkpoint but we tried Conquer and many of the bots were invisible neon-blue ERRORs graphics-wise. I've seen that on other Conquer maps...is that mode broken in the game itself?
Amazing how smooth it runs for the size and detail, thumbs way up!
All the other gamemodes should be fixed as well ;)
Great..tx!
;D