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Duel at Dawn Invisible Wall

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awkm:

--- Quote from: awkm on February 26, 2013, 02:50:18 pm ---Although I will reexamine the map itself.  I was given incorrect instructions many builds ago and have needed to go back and reformat the map images.  If there is a problem with the image, it will be patched next round.

--- End quote ---

As I had expected, there was an error on the map.  It's actually shows a little too much.  It looks like you can fly to something when you can't.

I've corrected for this and it will be in the next build.  What's supposed to happen is that the rubber banding will occur once you hit map borders.  Your ship indicator will float off the map screen into free UI space, it looks funny but that's technically what's going on.  The further you go from the actual map, the stronger the rubber band and you will start to be dragged back onto the map.

This should resolve some confusion.

Jazzza:
That sounds alright but optimally some way of extending the map boundaries or moving that debris in a bit would be better.

Machiavelliest:
I understand the difficulties involved and also agree with your prioritization (not that my concurrence matters :P), but it's a point at least worth harping on to avoid it happening in the future.

Chango:
That spot is a pain.
Due to the unique nature of the map(so damn small), I think the resolution is to create a real border. Have the art department design enough scrap and debris to create more of an arena feel to the map by creating boundaries of scrap metal. This would solve the problem and I think will look pretty damn cool.

Helmic:
The way awkm phrased it sounds like having the rubber banding slam you into the debris was intentoinal.  Even if the 2D map is shrunk a bit, I don't think you should be smacking into debris for any reason other than wind and pilot error.  It's a very "artificial" obstacle, if that makes sense.  I like Chango's idea, if there's going to be a wall it'd be better for it to be one that's clearly visible and makes sense when you go smashing into it, but it's a solution that requires new assets and lightmapping.  I really, REALLY would rather the rubberbanding wall be expanded so that it's always reasonably possible to fly around an obstacle on both sides.  Resources or not, as it is now Duel at Dawn is a map I'll play on for achievements and nothing more, there's just better maps to play on.

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