Way to bring back an old debate, but I am very interested. Will play right now.
From: February 06, 2010, 10:48:05 pm
Played it. Mixed feelings. I agree with you on some changes. On others, not so much. I'd have to screenshot it at least 6 times to properly comment (3 shots with scenery/texture, 3 without for polygon work).
I agree on the lower contrast, but the way you executed it was... not ideal. You made your point though.
The pile of polygons under the water stream and your change in polygon work on the Bravo entrance to the low route was not ideal.
I personally didn't care for the lengthening of the area between tower and white flag.
The flattening you did to the top of the alpha barricade sent the "bad tingles" down my spine.
The extra jet was completely unneeded. Doing backflip-jumps off my version of the middle bunker could easily get the soldaten to the top of Bravo base.
The window-changes you made to the alpha tower were ideal and pleasing. More ideal than my previous design.
I had mixed feelings on the changes to the middle bunker. Adding the solid window to the middle left window was ideal, but the layout changes were... unneeded. I did find the change to the top right of the middle bunker to be more ideal, but still, mixed feelings.
I understand that the island in bravo base was...
too extra, but unless you explain yourself for getting rid of it, I have legitimate reasons for it staying put.
The bullet-blocker between Bravo spawns and the Bravo windows (three windows facing the middle bunker, or middle of map) is an absolute no-no.
The pixel shaders were absolutely
, especially since I didn't have the scenery.
I don't have much else to say... refute anything I've said or let it be. I might pick up foundation again for some of your suggested improvements, but I need good reason for it. Is this a map worth spending
more time on?
Oh yes, one more thing. Hurt polygons with barbed wire was placed there for a reason. Alpha/bravo are not meant to camp that zone. The "bowl" is a rushing zone with fortified defenses on either side. In other words, you don't stay in the middle. Therefore to discourage "chilling in the middle" = hurt polygons.