I’m not doing the car one anyway, was having too much trouble getting the guard to work properly, and as others have said, it’s a bit over the top.
The flare bit is good but I’m suffering from lack of good flare effects, really. I tried copying the ones I used on B1, but they look horrible when they’re increased in size and blown up, so I’ll need to find an alternative in some form.
I’ve moved the 50 Cal from the underground segment to underneath where the Sniper used to live. I took a little bit of inspiration from Episode 2 here actually. I’ve doubled up on the 50 Cals like people asked, and there are 2 dudes manning them now. It gave me an idea for how I can make the outdoor area a lot more interesting and tense, without it being “action packed”. The 50 Cals, while being extremely inaccurate, can range you all the way over by the trainyard shelter. This creates a situation kinda like the autogun in Ep2 where this difficult to kill emplacement (remember you have no effective ranged weapons at this point) is keeping you pinned down and causing you problems. It shouldn’t be frustratingly OP, it’s not like you die within seconds of running into the open - the 50 Cal is damn inaccurate and only does 10 damage per shot to the player.
This gives the large outdoor area a bit of a gameplay purpose, as well as opening up some room for player tactics. A bolder player might switch the rails, and then charge the emplacement ducking behind the tram, and finish them with a well placed MP5 nade/frag grenade. Slightly more conservative players might use either large side area to flank and sneak up on the emplacement for a slow but silent kill. This gives the large outdoor area more of a gameplay purpose as it now becomes a means of outmaneuvering this emplacement.
I really like this idea, what do you guys think? I think it’s the perfect way to give the outdoor area more of a gameplay purpose, and make it feel more tense and “alive,” without having vast amounts of action and scripts.
I’ve also swapped the edited song for the full version, which works well.
Now I’m going to work on the optimization. I’m actually fairly on track for a release within the next few days - it really depends on how much trouble I have with optimization. If the worst comes to the worst, I might just release it without it being brilliantly optimized. It can be addressed in the future, there are more pressing concerns with the map I’d like players to have a chance to evaluate.
This is a good idea which would certainly make more of the outdoor area have a purpose - but the “switch the power on” trick at this point has been used a lot throughout OaR and OaR Uncut. There’s a power puzzle on A, A1, and B1 already.