torus wrote:I only played Hook Race- I wouldn't want to subject myself even to a "cured" cancer.
The idea for hook race is cool- very similar to Nexrun, just without the mod code. Maybe you could get in touch with Rev to make it a Nexrun map.
Never played Nexrun. Where can I download it?
I love your new "Clueless Newbie" style- the weird sterile architecture is instantly recognizable.
Thanks.

3 suggestions for gameplay- The start and go places are sort of counter-intuitive- it's odd that you start somewhere you don't readily see.
You mean tucked behind a curve like that? It prevents long-range nex camping at the finishing line. (not that there aren't other places that invite nex-camping)
You should probably make bounce pads to the start area, as well as a large indicator telling you where to go.
That's why some of the wall textures have those big red arrows..

I did consider putting some signs in the big room with the tube though — I can see some players having trouble there.
Also, block off the exit (the end of the race) so that people can't interfere (make a 1 way bounce field, for instance) with the race.
I'm not sure what you mean by this. There
is a one-way bounce-field at the bases.
Second, I think it would be awesome if you had a "starting gate" type thing. Each player would go into a slot, like a horse race, then a person somewhere else would have a button which would lower the gate (or something).
Cool idea, but you'd often end up with half the team stuck behind the starting gates, cursing the teammates who won't let them out and the mapmaker who made the gates to begin with.. ;/
Finally, I love your use of patches architecturally, but they cause some serious problems. In many places, the joints between patches will stop a player dead in their tracks- just run along the edge of the track and you will see. You can probably fix this by manually applying clip that smoothes those joints over.
Yeah, those mesh edges can be a pain — and it's not just the edges either. I didn't notice any serious problem areas while I tested the map*, so I didn't use any clips. I guess there'll be an updated version once I've had the chance to play it and see for myself where the players get stuck. Assuming this turns out to be a problem.
Overall, it needs a bit of work, but its really cool overall!
Thanks, again.
* I used the hook when I tested the map — which meant I hardly ever got near the floor. Which is probably why I didn't run into any sticky mesh edges.