[WIP] SentinelBase2 <- take a look :)
You should do something with those tunnels. The "tunnel to nowhere." I don't really care what, but something ought to be done with them.
Also, I still think something should be done with those walkway platforms on the outside of the map. I think I remember you saying you couldn't inject any other machs last time you did this map, so maybe not, but if you finagle a way, you should control walkways or something (with nulled shaders) in them along with a way to get out there. It would just be more interesting if there were more than two paths, a high one and a low one, to get from one side to the other.
Other than that, though, I think the map was perfect in its first version. Looking forward to this one.
Also.... don't suppose you'd be willing to divulge the secret of un-greening the machs, would you? My map that I've been working on for-freakin-ever could seriously benefit from non-green machs.
Also, I still think something should be done with those walkway platforms on the outside of the map. I think I remember you saying you couldn't inject any other machs last time you did this map, so maybe not, but if you finagle a way, you should control walkways or something (with nulled shaders) in them along with a way to get out there. It would just be more interesting if there were more than two paths, a high one and a low one, to get from one side to the other.
Other than that, though, I think the map was perfect in its first version. Looking forward to this one.
Also.... don't suppose you'd be willing to divulge the secret of un-greening the machs, would you? My map that I've been working on for-freakin-ever could seriously benefit from non-green machs.
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Re: [WIP] SentinelBase2
did he say ai sentinel's?! I think you mean active scenery headshotmasta.xheadshotmastax wrote:- flying AI sentinels ( idk )

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Very cool! Yeh Dec and them found a way to get the green off the machs and that worked for me a couple times is it the same method? 


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