

Of course, I always look forwards to hearing what anybody has to say about my maps, but that's not the point

I agree - I think a few areas need to be tweaked -> adding more npcs, making their health a tiny bit more, etc. I'm certainly going to up the health on the Gonarch. (And adjust the cave - sometimes he gets stuckfug4life wrote:A) making more of whats already in, i.e more headcrabs, bullsquids, and others that are currently in, general increase the numbers for most encounters. I think the map is playable fps enough to do this, I think there is room even for a third gonarch in the final encounter.
B)Risky but maybe increasing their health a little bit more.

Damnit!! I forgot about snarks! I'll certainly have to see about adding some of those in...fug4life wrote:C)And it all depends on what is planned for other maps (I sort of know whats in two of them) but adding new npc's like what others have suggested. But the only npc's I can think of that would suit the first three maps are maybe and I stress maybe the presence of Zombies, Fast Zombies, Poison Zombies (with a compliment of headcrabs), Poison Headcrabs, Boss Antguards (maybe), Snarks in a couple of confined areas, stuff like that.
I agree, having some zombies might make it a little more challenging, but they would have to be pretty rare. This is wilderness, so you aren't going to be seeing many people (other than the population centers you go through).
That's probably the very best suggestion I've heard all week. I'm going to go into those maps right now and take out the oc medkit. I knew there had to be something that could be done like that, to make it a lot harder and make the medkits more useful! It's perfect because in my development, the oc medkit was useless, as I was playing it alone, so I made sure to add hidden medkits all over the place, but with your teammates healing you constantly they weren't useful at all - nobody went searching for them 'cause nobody needed them!!fug4life wrote:D)Because the map has this exploring element I think finding medkits is cool although it does slow down the pace of co-op play (can be a good thing) , so I think removing the oc medkit (carried medkit) for the first two, even maybe the third map would be good, and have the oc medkit introduced later when your going to really need it more. Or reduce some of the medkits lying about, or find a balance between the two...
Best suggestion ever.
Oooo.... that'd be a pretty nifty puzzle!! I'll have to see if I can work that in somewhere...fug4life wrote:I won't mention the forklift It's fine as it is, but I'll take my hat off to a mapper who gives you a couple of forklifts where you gotta move some boxes from a to b, as a little side objective, maybe two can drive while others stack the pallets, but to even get the forklift drivable is one thing to make it lift stuff another and the pallets would need re-modelling altogether,.... In other words forget it!
boat boat boatfug4life wrote:The boat, It should stay, oh yes boat, boat, boat!
I'd prefer to have it than not, even if this means adding pods for the passengers to strap them selves in aswell, I know it's not totally realistic, but its the fun factor that wins in this situation.
Yes indeedfug4life wrote:Having played two of the other maps (only in beta so they may have changed since I last played) You really need to look at all the maps as part of a series, and I know thing's spice up as you go along, and I know that things become a lot more challenging and fun combat wise. You really have more to look forward to in terms of diverse gameplay, aswell as the high standard of geometry!

Me too. Even though it would have delayed the release of the maps, I still would have loved to get some faceposer in :'(fug4life wrote:The main heart ache with this series is that for now you have to make do with the story line in text and not using faceposer and lipsync'ing like he originally planned, I pray that both DaMaN and Hickadam get there wishes and Valve or whoever fixes this.
Certainly, send me a pm!! I wanted the curious player to be able to climb around, explore around, etc, without actually making it into the skyboxfug4life wrote:DaMaN btw if you want I'll let you know all the places I've managed to sneak into the sky box through climbing and serious off route exploring, Although none of them affect gameplay or are obvious, but if you wanted to crack down on allowing people to wonder. I'll let you know where some clipping is needed. And a couple of gfx glitches I spotted although barely noticeable...


fug4life wrote:Having roughly seen 5 of the maps (which are all still to be tweaked to perfection) I can say that this series (as Fire_cube says) is...Truly Epic!
[fug steps down from soap box and filters quietly back in to the crowd]

fug4life wrote:EDIT: can't help myself just wanted to say, I also loved the skill puzzles (jumps etc) and I loved the looping areas of the maps, I think there is just the right amount of both in, Back to AI maybe some npcs like the houndeyes would benefit from having a couple of bullsquids present in the encounter.

That might be a good idea - I've never tried getting them to work together but that might make a few areas of the map more challenging. I tried having an area where bullsquids would be fighting off headcrabs, and the players would come across it and be stuck in the middle of the melee, but it turned out to be way too easy to stay out of the way and kill off the survivors

Absolutely!! I'd love for you to do Charles' voice acting! (Well, depending on how well your voice-acting abilities arefug4life wrote:and finally if you do get face poser working, If your after a voice actor for charles,.... can I apply? I have my middle name as charles? although I'm english not sure if my english voice is what your after , but who knows



So... having more chances to die = better map??Xesum wrote:I played with fug last night, (he was afk most of the time) but anyway map 2 is the best, the most chance of getting killed.
the boat is dangerous, how about little speed boats??

I agree. Second time playing through the maps with other people, we had a speed runner doing all the fighting and running off again before we could catch up. I'm certainly open to suggestions on how to delay speed runners...Tono-Tako wrote:use some traps for those speed runners.
Though the bullsquid spawn in the second chamber seemed to work well when I was playing...
