Quote:
Originally Posted by
Sergis
they should just point the other way initially, so the cart tracks connect in U shape and then turntable makes the carts go their separate ways instead of into each other

Yah, that's what i was thinking.
Quote:
Originally Posted by
Strange Pro
i like the map but imma tested it out and look Sexy ;D
Cheers! It's amazing what throwing a light_environment in can do.
Quote:
Originally Posted by
theharribokid
Couple issues, if your still pushing the cart from when it hits the dynamic element and stay there until it's finished you don't move the cart until you've stepped away from cart and restarted pushing it,
And a couple suggestions, some larger variations in height would be nice, not that there isn't any but it's only the any significant height where the cart is down on the sand vs the boat dock and the middle area by the end point which is connected to the elevator shaft. My other suggestion is moving that walkway that goes over the cart at the start a bit, I always think of it as a rule of thumb that the cart should always be able to be pushed while being stood on, I cant think of any official maps that don't follow that rule.
Hmmm... the first bug can probably be fixed by disabling and reenabling the pushzone (or that's worth a shot, at least). As for the height differences, i'll have to think about that one. I might put a second floor in the boathouse- it's that or allowing access to the roof, which is simpler and better-looking but opens up a whole load of sniper issues.
Quote:
Originally Posted by
grazr
Wondering where the atoll comes into it. You got any sketches of the overall layout?
The atoll was gonna be in the skybox around the start of the map. My solution to the age-old "3D skybox water and level water never sync up" problem.
A1a perhaps today or tomorrow, fixing turntable bugs and oddities, and little stuff like that. Also, while I remember, Spectator cams (oops) and stuff like that.