Den wrote:
2. Mines on road kill only red team players
3. Movers during track configured poorly, their movements are ugly
4. Random vehicles on tracks
5. Some parts of the road are too narrow for benders, possible to drive here only on scorpions
6. On some other narrow places it's not easy to drive but easy to be shot, that's your typical problem. For EMP scorpions it was not a problem but with benders it will be unplayable
7. Holes in the road sometimes need a little skill, sometimes you don't see it and just fall in in after jump, no skill needed, only luck
8. Mover which locks 3rd track is useless, easy to glitch
10. Again movers in BSP
11. Again errors in editor
12. Vehicles at spawn are placed without order
14. Mistakes in objective list, learn french
15. Hidden invisible teleports I guess you tried to do only for yourself. Some of them don't work, some of them don't work correctly
16. In room with nukes supershield doesn't spawn, deemers respawn too fast and there are too many of them
What you need to do Walking:
2. Go to hellbender race 4 [Nightmare], copy the mines there, but change the trigger and emitter 'Event's to different ones for each mine.
3. when you place a mover, when setting its mover keys, use the shift + right click OR left click, to whichever direction you want it to go to. check in OTHER windows except dynamic view, (T (Top) F (Front) etc views) to make sure they are in line with your track.
4. Just stick to hellbenders , TWB's.
5. Expand narrow places by copying the BSP and using the shift button with your mouse as explained above.
6. add a few static meshes to those parts, that are railings. im sure you can find some to copy.
7. dont add holes after an angled jump , you cant see them. dont add holes 'randomly', always use order.
8. DON'T Copy movers, they never work properly if you do, CREATE a mover from a static mesh, search unrealwiki for a tutorial, its easy.
10. Refer to 3.
11. if you cant search, try double clicking on the errors and your editor will move to it, and have a think about why it may be wrong, look and see if its positioned correctly, or go to the MiniTutorials on this form to find some answers.
12. Again use shift + mouse buttons in dynamic view that way they are always ordered. try to make the gaps between your hellbender actors the same size. Easy way to do this is look in top view and zoom in, count the squares as your moving them, then match them up
14. Look up ive given you the right objective list to use. use it.
15. Always use either an emitter or a static mesh with no collision to show the user that there is a teleporter there, how else are they to know? Always set the URL of the first teleporter to the 'Tag' in 'Events' of the teleporter on the other side.
16. set DelaybedSpawn to False in the Properties of those weapon lockers/pads. And only use 1 deemer in 1 area at a time, no more are needed.