Ok, here some thoughts from my side:
- BR in CoyoteBluff: I don't think that escaping is too easy. Quite the opposite actually. The exit is very easy to defend. A single player with a shotgun can hold it forever. And you can't use dyna to get him out, since it is bent and deep enough. Likewise, the small brigde can be easily defended from someone on the ledge. DeUgli told me that lesson
a couple of times. He can see the robbers approaching earlier as they can see him. Nevertheless, BR was fun. Personally, I like the idea that the robbers can get the money easily but have a hard time to get away with it. One thing you might try Red is placing the escape area at the overturned blue coach and probably make some way to get up to the ledge from the small bridge (a rope or something). Another thought: What about two escape areas? Does that work? Have we ever tried that?
- "Skating" Bots: Just a remark and nothing we can fix IMHO. I think you wrapped the tracks with botclip, correct? Then you have the same problem as I have in Backwater: botclip has "weird" or wrong surface properties. If bots move on it, they seem to "skate" and are very fast. You can see that effect in the tunnels sometimes (or in Backwater's yard for that matter). I don't know whether we can try to create a new botclip shader that fixes this or whether torhu can fix that in the code. Torhu, L3th4l! Any thoughts on this? It would be great if we would have a solution for that since our "new" mapping style necessarily creates much much more areas for bots to maneuver on which brings us directly in "botstutter" hell.
- Botstutter: Just in case you're still on it. I wouldn't worry about that anymore. It shouldn't be a problem with up to 6 bots I guess and thats fair enough.
- Management Summary: The most beautiful level by far, Red! Dang! Probably it even spurs me on to fire up that Radiant thingy once again
Cheers
Breli