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Comments
This has been a test of the emergency flame-fest system. Please do not adjust your set.
(If anyone is interested, I actually copy/pasted Crossfire into the map for this graphic, hid the landscape, selected Top viewport, used Windows Snipping Tool, then did some quick stuff in Photoshop)
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Having seen both BDX and FLO play out a bit now, I will say it might support both types. I'm surprised!
Things I've noticed:
- chokes seem too easy to blitz and get through.
- elevator is too slow
- Players at lower levels can't tell if the button call resulted in the elevator starting towards them. If it takes too long, they run away from the call button....they are a sitting duck. (I had intended to create a digital display of progress - Floor number its on)
- No clear indication what is going on if someone else is calling/using the elevator
- Tough to rotate to objectives. However, I did design it so the defense needed to communicate and stay on their toes...
- Routes actually aren't done and still need a little bit more cover.
- The bulletproof glass in the main building causes more confusion than I expected.
Etc.
I needed a lot more time to finish this, being such a newb. Comp player input would have been nice.....(I did ask)
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Haven't got a chance to play many of the maps entered in the contest(yours was one of the few I did, and the one I liked the most at the time), either I'm not getting on early enough or I'm just somehow missing the server when looking over the browser for the contest maps.
I have a build going out soon with the elevators being quicker and some minor door sound changes. Trying to figure out how I can do a display that shows what floor the elevator is currently on, and give more feedback to a player so they know what to expect.
As I've said, I really like the opportunity to learn and push myself. This has inspired me to look into some future career options, since I'm retired at present. I seem to like programming. We'll see.
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