- It might be good if the doors were removed and the player would immediately teleport the player back to spawn from the build rooms, without the delay: https://i.imgur.com/abctjQh.png
That brush was there in the old build room too. I never knew what it was good for (mark the center maybe?), but I'm most certain it's intentional.
If you mean clip stairs as in remove them, if anything make them flat. Otherwise people can't walk everywhere anymore.
As far as I'm aware that brush was indeed meant to mark the center. That's why I kept it in all three build rooms to do just that.
(31-03-2018, 12:12 PM)Kosmos Wrote: If you mean clip stairs as in remove them, if anything make them flat. Otherwise people can't walk everywhere anymore.
And clipping stairs was and still is a technique used in the CS games to provide smoother transmissions between steps.
Basically it's an invisible player clip which acts as a ramp above the actual staircase.
(31-03-2018, 12:12 PM)Kosmos Wrote: That brush was there in the old build room too. I never knew what it was good for (mark the center maybe?), but I'm most certain it's intentional.
(31-03-2018, 12:43 PM)Brent Wrote: As far as I'm aware that brush was indeed meant to mark the center. That's why I kept it in all three build rooms to do just that.
Yes, I put a slight raised brush to denote the centre of the room.
(25-03-2018, 03:09 PM)Brent Wrote: the excavation room of lavas undeground base gets turned into a small build room with proper atmosphere etc.
Is it even big enough to be worth it? It would remove a bit of the charm of the underground area. The underground also seems to not be cutting off visibility of the space around it while inside like it used to. Did you turn the entire underground into func_detail?
One other suggestion I have is to change the doors you've added to the map to behave like the old ones, i.e. they open fully when a player enters the trigger and they don't close until they've opened fully and no one is in the trigger bounds for a short time.
Currently they will close mid-opening and vice versa which feels weird (and was something I intentionally avoided in the original map). It would also be nice to use the original door sounds too, as in my opinion they sound better.