Jump to content

Recommended Posts

Posted

Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

​You'll want to use func_illusionary instead of func_detail if your intention is to smooth out player movement, as func_details still have collisions.

Posted

Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

I made ALL stairs like this, i have a solid ramp, func_detail or displacement slabs, and a clip ramp above them so that players move smoothly

Posted (edited)

Hi, thanks for reviewing my map, I'm now returning the favour :)

I did a playthrough of your map and I really like what you've done with sunlight and the shadows in your level, especially the shadows of the trees and such from the cliffs :)

I did mistake the door in start of T to  be openable o . O but I guess that's something a player will get used to knowing that it's not openable, but the insides of the house with the paintings was fun too, since when shooting them they made some fun glass breaking sounds too :P You have some pretty nice textures on the houses too! Great map :)

Edited by gfx0
Posted

Your voice is fine! Nobody likes the sound of their own voice though. I guess we're all just too used to hearing our voices from the inside, so hearing it from the outside is always a bit jarring.

Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.

Posted

Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.

​and what about the jump/ledge at around 11:25? is that the same thing?

Posted

Just a little warning, the boost you do at 11 minutes would probably be considered an illegal pixel walk in a lot of competitive tournaments, so you might want to consider clipping it off, or making it look more intentional.

​ But it's not standing on an invisible ledge. pixel walk is if you stand on something invisible but that spot is clearly visible so it shouldn't matter much. I recommend playtesting your map a lot so these spots get used and see if they are too Over powered.

 

Posted

I guess pixel-walking might be the wrong term, but I think a lot of people would frown on that, as it seems more like an exploit than a designed game-play element. Personally I would say 11:25 has the same issue. These days players expect small details to be clipped off, so a lot of people who do use it may just find it by mistake and use that privileged knowledge to their (arguably unfair) advantage. 

Just to clarify here, I really enjoy exploits like this and it's fun to jump around new maps looking for interesting ways to traverse them, but that sort of "wildcard" design philosophy isn't so well suited to the competitive scene.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...