SavageX wrote:Apart from misaligned floor lights at a ramp at the blue base I found nothing obviously wrong.
Fixed. Thanks for pointing that out, almost certainly means something else will be the same so will have a search round when playing.
SavageX wrote:Personally I'm not sure if it's good to have the flags at the lower level - you can basically runn in a straight line from flag to flag. This could underline the value of a good defense though, so it may be actually a good thing.
It was a tough decision and I put them down there partly to test a hypothesis. One of the major problems in CTF is when both teams capture the flags and everyone runs round the level looking for the opposite flag until the 2 meet. By making a level so that the route between the bases is simple and obvious, this is less likely to happen as the flag carriers are more likely to meet. At the same time it is just a straight corridor so anyone going down it is likely to encounter stiff resistance. There are also multiple ways of dropping in on the corridor to recover the flag.
The routes around the top of level are intended more for attack so you have to put more strategy into your attack than your get away.
We'll have to see if it works, if not I'll move the flags up to the ledge. The problem there is that room is tight and there could be more camping defence.
SavageX wrote:The map pictures are supposed to be 256x256 so no video memory gets wasted (300x200 will use the same amount of memory as a 512x256 picture)
Forgot the menu is all done in the 3D rendering stage. Will fix it, had thought that the 256x256 was a bit odd for the aspect ratio. All of the standard Nexuiz ones look a bit funny as they're 4:3, not 3:2 as the window would appear on most peoples monitors. Perhaps the screenshot area could be rewriten to always be the same ratio on every monitor?