Board Thread:Suggestions/@comment-31524869-20161211002658/@comment-27693719-20161216052040

Qwerty-To-Twelve wrote: - Dead Ends.. Thats why it's in progress for a reason, I have not gotten to those parts as I am trying to make them fit while conserving as much space possible. Your only seeing ends that are still in progress, but otherwise, this place will conain certain Dead ends to give off realism, as that will mostly be likely in some public buildings.

- Open areas.. your inside a Building, of course some sections would be smaller while other open area's have more space to them, you think this stopped Foxriver Prison? I don't think so, and it's quite more large than the cell rooms currently.

- Dark Areas, thats where, well i guess it may be long gone as it was from Demo, an attachment to most guns to have flashlights on  them, I am creating a ruined, abandoned and slightly darkened environment for a reason, to make it 'feel' as if it has been rundown over the years after the events of R2D, While some lights will still contain the power needed for some area's to be seen. Please note that this feedback is for if this map was being made as a serious candidate for R2DA. I know you aren't  exactly   making it for R2DA gameplay, but if you were, here is what I have to say:

- Dead ends: it must be considered that R2DA is a shooter game first and an environment second. Sure, you could include lots of realistic dead ends, but people will get lost, frustrated, and die in that order. R2DA has very few dead ends, so if you do need to have dead ends, use them sparingly.

- Open areas: being inside buildings doesn't mean everything has to be hallways and claustrophobic. For the foxriver example, you can't actually enter any of the cells, and there are very few props in the map, making things feel more open because you're able to move around a lot easier, plus, it has a lots of escape routes. The subway platforms and cafeteria have a lot of chairs, signs, and posts that you can get caught on and enemies can hide behind. R2DA has a bit of this, but not as much as this map.

- Dark areas: R2DA has no problem with having enough light to see with for gameplay purposes. Light is emitted from players when they're grabbed by leapers or edgars. Casius outpost is abandoned but it still has power. R2DA isn't a horror game, so there's no reason to have dark areas in a production map.

From what I gathered, you aren't exactly expecting this to be a perfect replica of R2DA's style, so take this feedback with a grain of salt.