I can't decide whether I think it would be better with a lower radius or lower damage. I guess either would work well enough. I really agree it needs to be tweaked though.
I decided to have a wee game last night and it ended up stealing a couple of hours from my life. I said before that I didn't think there was that much skill involved at the moment - it was just too crazy and hectic - but I take that back. Last night I was really getting to grips with how to play and the differences between the classes, and each really does take getting used to and learning how to use effectively. I love squarring off against a knight while playing as a pirate - by rights you should be pretty screwed in melee against a knight, but I love doing little joust style jumping-past attacks to get by their shields ![]()
I do have a bit of a concern about some game modes though. Fort is fun as TDM but most of the map ends up redundant - all the action takes place in 3 rooms basically, and sometimes the corridors between them. There's this whole upper area that basically nobody uses right now, and it feels like their ought to be some objective to draw people around. The "hold the chest" game mode can also quickly be reduced to most players running around blindly due to their being no clues as to its location. The maps might not be HUGE but they aren't tiny either, and running around and checking all possible areas can take quite some time. If you're against out and out telling people where the chest currently is, you might want to consider something like The Ship's system of telling players were it WAS some time period ago (e.g. 30 seconds), or just giving an arrow pointing in its direction. I don't think you should rely on players using team chat to keep each other updated.
Oh and the temple map is infuriating. Traps might sort of fit the theme of the mod (and certainly the map) but as far as I'm concerned, most of them (specifically the ones that require no enemy interaction) don't increase my enjoyment of the level. That section with the doors that open one at a time and you have to wait between each set for a while? NO NO NO. The wall spikes are kinda neat in theory, but it's absolute trial and error to learn how they work (and how to survive them), and you're gonna lose 2 or 3 lives doing that.