Errors to Correct - Dark Matters Part 2 (Final) laboratorshot0029, shot0030: Both sides of this cremator have pipes that aren't solid. Make them solid with the
clip_weap texture.
shot0031, shot0032: These lights are not solid. Make them solid with the
clip_weap texture.
shot0033, shot0034: These lamps are sparking, but there is no bulb there. Add a bulb on them.
shot0035-shot0037: There is an overlapping texture inside of the windows on these doors. Adjust the textures on both.
shot0038, shot0039: These lights are not solid. Make them solid with the
clip_weap texture.
shot0040: This lamp is sparking, but there is no bulb there. Add a bulb on it.
shot0041: This ring is sticking through the finger. Adjust the ring's position.
shot0042, shot0043: These lamps are shining. Fix them.
shot0044: This organ is sticking through the lamp. Move the organ away from the lamp.
shot0045: This lamp is shining. Fix it.
shot0046: This organ is sticking through the lamp. Move the organ away from the lamp.
shot0047: There is unneeded clipping on this model. Adjust the clipping so that it only covers the shape of the model.
shot0048: This lamp is shining. Fix it.
Notes: 1. You are clipping models with the
clip texture, instead of
clip_weap. Please address this issue.
2. You need to place the
trigger_aidoor entity on all doors. This will stop the doors from shutting when an AI or the player is near an open door. The map
depot needs
trigger_aidoors as well.
laborator2shot0049: The mess of organs and gore is not present at the map's beginning. Add the mess of organs and gore from the last map to give continuity. Also, the lamp that is standing is shining. Fix it.
shot0050, shot0051: These flames need to be centered inside of the alien models. They are floating currently.
shot0052, shot0053: When I press the button to open the door from the second time onwards, I can see and hear metal breaking nearby. Remove the metal effect and sound, because there are better ways to make the button open the door.
shot0054: This cable is going through the machinery. Adjust the cable's position to fix this.
shot0055: I can still jump onto the machinery by walking up the cable, and touch the non-solid parts. Fix this by placing a clip brush to prevent the player from climbing the cable.
shot0056, shot0057: This cable is going through the machinery. Adjust the cable's position to fix this.
shot0058: I can still jump onto the machinery by walking up the cable, and touch the non-solid parts. Fix this by placing a clip brush to prevent the player from climbing the cable.
shot0059: This button is overlapping with the panel's texture when the player presses it. Adjust the button or the panel's size to fix this.
shot0060-shot0063: These corpses are floating. Lower them.
shot0064: Why is the player given ammo for the Tesla gun? I didn't receive this weapon anywhere. Remove the Tesla gun ammo if the Tesla gun is not present in Dark Matters. This will also make this table less crowded.
shot0065, shot0066: I can still see the protosoldier spawning. Move the trigger that spawns him, so that the player can't see him spawn.
shot0067: Why doesn't the protosoldier charge the player? This fight is more boring than challenging, because he doesn't come after the player. Solution: Improve his AI script. (Let me know if you need help with this.)
shot0068: This model is buried in the floor, and the alien's head is shaking for some reason. Adjust the model's position to fix this.
shot0069: Why doesn't the protosoldier charge the player? This fight is more boring than challenging, because he doesn't come after the player. Solution: Improve his AI script. (Let me know if you need help with this.)
Notes:1. You are clipping models with the
clip texture, instead of
clip_weap. Please address this issue.
2. You need to place the
trigger_aidoor entity on all doors. This will stop the doors from shutting when an AI or the player is near an open door.
3. Please, change the annoying rock music (during the fight with the protosoldiers) to something else. This is Rtcw, not Guitar Hero.
4. The cutscene at the end of this map will be better if you add this to the
trigger endmap in the AI script:
Код:
trigger endmap
{
changelevel alienka silent nostats
}
The
silent command will remove the "level complete" music that currently plays after the cutscene ends, which will make the cutscene more dramatic.
I'm finished, once again, with the testing.