@rickyhorror - wow mate, thank you very much for that useful feedback, and thank you for taking your time to write all this stuff and to play the map to that stage.. It will indeed help me a lot. I am grateful =)
I knew there were going to be a lot of problems with the zombies.
The biggest problem is, I don't understand the pathing at all. Not even a little bit, and I am sure thats where the problem comes from. I don't really understand the concept of pathing, and I don't know how to learn. I guess learning by testing is the answer here. If there is some sort of explanation on the KF zeds, and pathing, It would be awesome to read an article or something.
@kryspik -hey mate, thank you too for sharing your thoughts, but the map will stay to those scales, as I think are perfect for this map. I don't see it as you do "made for giants" at all. It is perfect for a KF map (the scaling that is). And you are right about the spawn points. Needs more, and more cleverly placed.
I will start working on second beta as soon as I do a little testing on the pathnodes and pathing of the KF zeds... Because I don't have any idea how any of that works. They get stuck on doors, on corners, and the few problems rickyhorror posted.
I knew there were going to be a lot of problems with the zombies.
The biggest problem is, I don't understand the pathing at all. Not even a little bit, and I am sure thats where the problem comes from. I don't really understand the concept of pathing, and I don't know how to learn. I guess learning by testing is the answer here. If there is some sort of explanation on the KF zeds, and pathing, It would be awesome to read an article or something.
@kryspik -hey mate, thank you too for sharing your thoughts, but the map will stay to those scales, as I think are perfect for this map. I don't see it as you do "made for giants" at all. It is perfect for a KF map (the scaling that is). And you are right about the spawn points. Needs more, and more cleverly placed.
I will start working on second beta as soon as I do a little testing on the pathnodes and pathing of the KF zeds... Because I don't have any idea how any of that works. They get stuck on doors, on corners, and the few problems rickyhorror posted.