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jump_plunder_a1 - Need advice specifically on the lighting.

BoogieManTF2

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I'm looking for advice on the lighting specifically, but all other feedback is welcome too. The map is based around a dungeon that the jumper is looting, every 5 or 6 jumps there's a new checkpoint that looks like a treasure room/tomb. That means that the map has to be a bit dark at times, but I think it's quite good the way it is now.
In the current version, the first 6 jumps have been finished.


Pictures:






Download:
https://drive.google.com/file/d/0B8sTUd6CnOj-Z1ltUWw5eFA4ZFE/view?usp=sharing

Current known errors in the current version:
  • Right room in spawn has colliding textures with another wall.
  • After the moving wall, there's a light at the bottom that's too close to the wall.
  • Underneath the pogo's, the lights make too obvious circles on the floor.


Superchuck

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The lighting looks fine based on the screenshots



(You can delete the "too" in your final sentence/bullet)
The Rat Master


879m

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The brightness was fine, not dark anywhere, although I do play on max brightness.


xHappy-

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BoogieManTF2

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Can I make a showcase when you finish final version?

Sure thing. I'm looking for someone who can do the jumps in one go (unlike me) for the trailer :P


Dr. Heinz

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Can I make a showcase when you finish final version?

Sure thing. I'm looking for someone who can do the jumps in one go (unlike me) for the trailer :P
Tasssssss


scotch

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Missing some nogrenades at spawn.
Spoiler (click to show/hide)

It's generally a good idea to make the trigger_teleport cover the entire area of the door, rather than just 1 face. Also you can stand on top of the brazier/torches wherever they occur, you can fix this by changing the collisions value to non-solid, which will also prevent players from shooting off of them.
Spoiler (click to show/hide)

In the same level, the trigger_teleport hangs over a significant amount (basically just the width of the door), which can actually teleport you if you walk into the door after it is closed.
Spoiler (click to show/hide)


Dr. Heinz

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Double are too high. If you walk into the door with the button after you've completed the jump you will get teleported again.
Rest is fine, lighting also.
« Last Edit: October 11, 2016, 05:17:37 AM by Dr. Heinz »


BoogieManTF2

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Missing some nogrenades at spawn.
Spoiler (click to show/hide)

It's generally a good idea to make the trigger_teleport cover the entire area of the door, rather than just 1 face. Also you can stand on top of the brazier/torches wherever they occur, you can fix this by changing the collisions value to non-solid, which will also prevent players from shooting off of them.
Spoiler (click to show/hide)

In the same level, the trigger_teleport hangs over a significant amount (basically just the width of the door), which can actually teleport you if you walk into the door after it is closed.
Spoiler (click to show/hide)

Alright, thanks :)

Double are too high. Rest is fine, lighting also.

I'll raise the floor a bit, thanks :)