Compliments, Crits, and opinions of 1.3.0
#1
Posted 23 October 2010 - 12:57 AM
I wouldn't call it a "major" update myself... but it's progress.
I like the fog they added to citadel, and they did a superb job on the center... but other sections look really bare (I know it's just the first art pass,) and I don't care much for that weird triangle opening in the basement area.
I am annoyed I can't pick up med packs and toss them at my teammates.
I feel they need to add something more "special" to the defense class... or perhaps they could just work out the kinks with the riot shield.
new music is great.
I am a bit upset that they are delaying vital entity work until 1.4.0
(WiIl add more later, I swear I had one really important thought but it seems to have slipped my mind.)
but enough of my ranting, what do you think?
#2
Posted 23 October 2010 - 01:27 AM
Jgoodroad, on 23 October 2010 - 12:57 AM, said:
I wouldn't call it a "major" update myself... but it's progress.
I like the fog they added to citadel, and they did a superb job on the center... but other sections look really bare (I know it's just the first art pass,) and I don't care much for that weird triangle opening in the basement area.
I am annoyed I can't pick up med packs and toss them at my teammates.
I feel they need to add something more "special" to the defense class... or perhaps they could just work out the kinks with the riot shield.
new music is great.
I am a bit upset that they are delaying vital entity work until 1.4.0
(WiIl add more later, I swear I had one really important thought but it seems to have slipped my mind.)
but enough of my ranting, what do you think?
Thanks for the feedback!
I guess it all depends on how you look at it. We may not have been able to release new maps, but Citadel's visuals were completely redone and we have more new features in this release than any of the previous updates (we made over 400 changes overall in less than three weeks). I'm sad that we couldn't release Crossroads and Canals, we've put a lot of work into those levels (and the custom elements we implemented for them), but it'll only be a few weeks before the next update. Time will pass quickly enough!
Citadel definitely needs less rough edges in some areas, and way more props.
As for the music, I'm in love with the new Canals tracks. I can't stop listening to them. Epic music is.. epic.
Finally, the entities we'll be releasing in 1.4.0 shouldn't have any impact on current maps, but for community level designers that only started mapping recently, I'd recommend not implementing any NPC spawns or cap zones just yet. You can if you want to, but you'd save a lot of time and effort if you used the new systems instead. Take the time to work on the layout!
Andy
#3
Posted 23 October 2010 - 02:11 AM
#5
Posted 23 October 2010 - 09:52 AM
#7
Posted 23 October 2010 - 12:14 PM
#9
Posted 23 October 2010 - 12:18 PM
#11
Posted 23 October 2010 - 12:43 PM
#12
Posted 23 October 2010 - 12:50 PM
warbrand2, on 23 October 2010 - 12:43 PM, said:
You should start a new thread and get some feedback from others.
#13
Posted 23 October 2010 - 12:56 PM
#14
Posted 23 October 2010 - 08:22 PM
Don't get me wrong, everything works fine and it does encourage teamwork (Medic! Medic! MEDIC!), but i feel that the defender has little purpose (due to the arsenal at his disposal) and playing medic can be difficult (at times).
- Restricting the weapons available to the rebels (perhaps 3 -primary, secondary and melee), either through a 'Class' system (with default loadouts) or introducing a weapon-slot system, will allow for co-operative gameplay to be used to its maximum potential (thus increasing the defender's importance). At the moment everyone is equipped with the same arsenal which doesn't really promote team-work at all.
- Warbrand2's idea regarding the green triangles (corresponding to the amount of player health) would certainly solve the issues involving the medic.
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