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Okay. Sounds like reinventing the wheel, since we have Dry Gulch. One of the FB group members would like to see it, because of the additional buildings, thinking toward CTF mainly.

When I took the close look of a LawMaker, I discovered all kinds of errors. In one example it is obvious, based on the exterior look and the ceiling inside that the building was intended to have a roof. Fixing this wouldn't affect game play, but I'm wondering whether to keep the errors or fix them. Thoughts?

All the crates are sub-sectors. In one place the 3DFX hall of mirrors was awful. Looking at Dry Gulch, the crates were removed. Removing them fixed my problem as well. I could replace them with individual sectors to keep the original feel of the complete map. Thoughts?

The tunnels aren't very useful as CTF paths. Should I keep them original, or modify them for more friendly use?

Of course I got rid of the long entry canyon and am leaning toward ditching the tarantula tunnels. They don't really serve much of a purpose for MP.

Anyway, ideas and suggestions would be appreciated.
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Edit 9/9 - Nothing. Okay. I guess I'll just go with my gut.
I've already put a roof up. As it is now, it does affect gameplay as it's reachable from a canyon cliff. I might make the cliff higher to take that out.
I'll replace some of the crates.
I think I'll make the tarantula tunnel connect to the others and have a tunnel from the DD base as well. I'll also make the tunnels more user friendly, lighten them, taller, make them exitable from all buildings.
The two buildings with the VERY high porches look stupid. I'm going to lower them.
Post edited September 09, 2018 by JimbeauC