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[url=https://www.msremake.com/forums/viewtopic.php?f=1&t=10060&p=151425#p151424:1ni1jdyk]Thothie[/url] said:I shall rephrase...
What do you hate about Tundra, and what would you like to seen done to fix it? (Yes, other than deletion.)
Personally, I've always found it kind of a typical high end map - if a bit lengthy. That jump sequence, yeah, annoying - but I'm entirely to blame for that. If that's it, I could just make it an ice ramp.
Well, if you really wanna know:
- The map doesn't look like a tundra at all.
- When you fall into a body of water, you will notice that the ocean floor is untextured, presenting you with the hall of mirrors effect. I know this is done to save on wpoly but if you upscale the texture to, say, 8 times, I don't think the impact will be that big.
- Not only does the freezing water kill you, it also saps your XP. If this map employed the msarea_transition_local entity (just past the body of water) I could totally live with this, though. I know this entity is much newer than tundra, but if you're gonna take a look at that map, I think this is a valid suggestion.
- That first ice floe func_train tends to get players stuck in it.
- Killing the giant polar bear boss quickly (high level players can do this) has a high tendency of instantly crashing the map.
- Killing 40 (I looked this one up with EntEd) bears and boars to unlock the polar hut is boring. The term "gameplay padding" comes to mind. Players just tend to camp the boar that respawns behind the polar hut and kill it over and over again.
- Killing 30, 25 and then another 20 zombie dwarves is even worse because of their atrociously low respawn times. It's like gatecity all over again, but worse, because we have...
- ...Huge Dwarves. Re-read that one please. Huge Dwarves. That's kind of like "Tiny Giants" or "an obese skinny person".
- A bunch of Dwarves use the ancient quad_health parameter (which gives no extra XP) instead of hpmulti = 4. But OK, I'll admit it: this is me whining for extra XP
- Minor gripe: there's an ill-placed tree model somewhere in the huge open field (near the hut) that renders totally black.
- Not-so-minor gripe: the staircase you can't even climb (in the shrine). The map author failed to make a functional staircase. To me, this is fairly telling >.>
- And then there's that white forcefield that leads to the shrine that takes a remarkably long time to open up again. For the target audience (high level & very high level players), the elemental ice guardian and ice skeletons inside aren't nearly challenging enough to warrant a closing door. No properly equipped/leveled player, who has actual business in that map, would ever attempt to flee from that shrine.
Maybe Oyster can add some more things but these are the ones that come to mind.
There are some good things, though. The map sticks to a theme (ice), there are some custom monsters that were made using existing scripts (Marogar Brute, Ancient Iced Beak), the boss fight (difficulty) adjusts in a clever way and the "Roof Cleaner" anti-exploit bear is a nice gimmick. But there's just an extraordinary number of problems with this map, biggest ones being the Huge Dwarves and the fact that this doesn't look like an actual tundra.