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Rapporter et problem med oversettelse
I liked what I saw. I also know that the general KF2 playerbase won't bother with it as is, and that's unfortunate. This game could really do with a good Dark Zone map. I think this could be it, if you are still up for it.
Or, you know, just say fuck all y'all. I'd get that, too.
Small environmental pushes and throwing bricks with notes taped to them are vastly different things. Trying to get people not to camp is fine, but someone isn't suddenly going to be a crack team player because you put them in a room with tons of hallways they have to watch. Less is often more.
After spawning, I took something like three steps and realized I was going down a ramp into what was supposed to be the secret area. For all the improvements you seem to have made with lighting, you can't see SHIT down there. Get rid of the fog. It does nothing for the map. Also, maybe don't have players spawn right in front of that ramp. I imagine at this point people have figured out how to make triggers, but if not, there has to be a better solution than "bigass ramp" for the implementation of that area.
I'm really bummed out you aren't played KF2 anymore, because that gives me the impression you are probably not interested in working on this map anymore either. You've got a REALLY solid start for something special here, but it still needs some work.
First, the lighting is significantly improved, and you honestly could maybe go back on one of those three boosts you mentioned. Things are washed out in spots, in others, they look like DarkPlaces (Which is a very good thing!)
Two, get rid of the outdated shots in the preview. There are several places that just straight up don't look like that in the actual map. The one that stands out to me is the 3 flames and the shadow of the Quake icon with the trader pod on the right, as well as the shot that looks down the stairs from above, with the hallway in the peripheral to the left.