Quote from: Forge on 08 January 2015, 20:38:24
i had issues with the switch in the last (blue pal) room (that raises the yellow key?). I couldn't get it to work no matter what angle I tried it from, so I had to cheat to finish.
That's odd.I ve played it many times.
I will anyway try another technical solution for hidden switch : Use multiple switchs with same lotag instead of an oversized one
Quote from: Forge on 08 January 2015, 20:38:24
it's pretty dull and tedious for a single player.
I know but i can hardly marry single player and cooperation.
Even if i 'm weakening some repetitive respawns (like the fat commanders in the courts) for this map,there will be still a lot of monsters to kill.
The pool of monsters is divided by the number of players which can technically go up to 8 (but for coop games it s often 4).
Playing my coop maps alone will always mean eating double/triple tap
Quote from: Forge on 08 January 2015, 20:38:24
visually it's under detailed; and with the redundant texturing & lack of trimming, blocky architecture, and minimal shading it looks pretty flat.
Do you mean all parts
Antic textures are fews and it was a part of the challenge to work them and rework them.
I think i did it pretty well and spared to players the common palette bugs.
But i recognize i should redesign some parts like the natural area beetween the wall and the dyke.
The dyke itself is pretty poor,i ve got in mind to add some trunks or wooden palissade to hold the rocks.
I ve added some garden and torch autels at the middle in the third version but perhaps it needs more modules or customization.
Also the final area need perhaps some cool adjustement but it 's really tedious i cannot add obstacles