Hey guys,
So I'm working on fixing / improving my map for a b2 release and had a couple questions.
First, technical stuff:
As you can kind of tell from this pic:
http://xombie.redjustice.com/images/pictures/skull_island.jpgThe HUD for the cp's is screwed up for the first round. I have no idea why, and the other rounds all work fine. My understanding is that I'm using the team_control_point_master's "Cap Layout" field to do this, which currently reads: 1,2 3,4 5,6
Further, in the same pic, on the far right you'll notice some of the grass appears red. This occurs throughout the map. Any suggestions?
Finally, I've moved some spawns around to reduce the walking time. I'm still working on the Blue Spawn for round 3. Currently when blue exits spawn, they go down 3 flights of stairs and into a little hall where the setup-time gates are. I think gameplay would work best if I moved the Blue spawn right outside that waiting-hall and just bypassed the stairs, or maybe even a little closer.
However, I've already moved the Round 1 Red Spawn to where the current Round 2/3 Blue Spawn is (again, to cut out the stairs). So if I move the Round 3 Blue Spawn that will mean the mid-section of the stairs is never used. I'm kind of... emotionally attached to the stairs, because I think they help convey the feel of this being one large map instead of 3 totally separate rounds. Any thoughts on how I can move the spawns closer to the action without sacrificing the "togetherness" of the 3 rounds?
Hah, hope someone can follow all that... anyway, thanks in advance!