:warning: A new map is available for public testing! :warning:
#bhop_desolation2
8 messages · Page 1 of 1 (latest)
Zones:
Checkpoints should be at least 64u thick so players cannot accidentally miss them by going too fast (also for consistency).
You probably have to move them to take up a room instead of a doorway to make this work.
CP3 can easily just take up the whole platform, for example.
I thing having the end zone going up to the ceiling is preferred here.
This review requires resolving
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In-game entities:
Map should probably have an env_cascade_light. Use the new tool in entity tools for this, export to Lumper, run the job and remember to save.
This review requires resolving
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Other in-game things: Approved
(optional) move the default spawn-in position to a better spot.
Lumper: Approved
(we decided that including the vines are ok).
Submission Page:
Lumper says both css and csgo are required.
This review requires resolving
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Zones: all ok
Bumping on glyph's review about moving spawnpoints.
There's a v2 of this map with some boring skips prevented, should be used instead IMO
This review requires resolving
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Submission page: all ok
In-game entities: all ok
Other in-game stuff: all ok