Likes And Dislikes From Current And Past Versions

24

Comments

  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Dislike:
    Non-intuitive movement types (aka bhop, wiggle-walk, wall-strafe, nose-grinding, etc)
    Crackhopping. (Looks silly)
    Alien team's Fade reliance.
    HA fully countering spores.
    Flashing Wall of Ginsu (aka knife R.O.F)
    Res for Kills
    Cowardly Onos & specifically onos stomp for promoting them.
    Nerfed welders
    Nerfed OCs
    Super-speedy JPs.
    Siege's randomness (gonna be fixed, huzzah!)
    Fixed pattern shotgun shells.
    Game crashing from laser trip mines.
    Silenced xenocide
    Motion tracking (works a little *too* well)

    Like:
    Whole freaking concept.. of course.
    Combat (Yeah.. I do like it.. you wanna make something of it?)
    New Lerk flight model. (Whaddya mean fly backwards? How many things do that?)
    Parasite switch fun
    Most official maps.. they seem to be getting better all the time.
    Teamwork (when you can find it)
    Games where the winner is in doubt for the majority of it.
    Hand grenades (whee! tink tink BOOOM)
    Laser trip mines
    More than one gorge!
    Healing armories
    Whole wack of bug fixes.
  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    likes:
    - Unchained lifeforms (enhances the gameplay alot)
    - Bilebomb as Hive 2 ability for the gorge
    - The new lerk flight model
    - the much better hotboxes of 3.0 (comparing to 1.x to 2.x)
    - ammo dropping (for me no need to hump the armoury)
    and at least
    - all the bugfixes and improvments since 1.x

    dislikes
    - Current unbalanced combat gameplay
    - Current acid rockets of fuffy puff
    - Handgrenades of Weakness 1d-10
    - Lerk Spikes (i dont want to see noob lerks trying to spike away a phase gate for 10 minutes while their last hive is going down)
    - Charge is underpowered for a 3rd huve ability
  • Prometheus1Prometheus1 Join Date: 2004-02-01 Member: 25928Members
    dislikes:

    -the removal of the beta 1 perma-groge system
    -lerks not having spikes
    -ayumi
    -short games
    -handgrenades
    -jp sound
    -alien team needs a good fade to win
    -siege killing alien life froms


    likes:
    -game concept
    -most official maps
    -current fade
    -the new lerk flight model
    -improvments since 1.04
    -games where u cant say after 5 min who will win
    -whole ns community
  • evidenceevidence Join Date: 2004-10-07 Member: 32143Members
    I liked it when structure placement used to matter, along with good comming now days any noob can com.
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    like:
    - free kharaa upgrades (beta6)
    - unchained lifeforms
    - distinct roles of alien lifeforms (could be augmented some more tho)
    - beacon
    - CONCEPT of handgrenades (implementation is not great)


    dislike:
    - acid rocket (not just the stats, but the whole weapon!)
    - focus of the game shift from RTS to FPS
    - 90% of games following the same strategy on both sides
    - amount of 'skill' required to make unrealistic moves (rapid pistol shooting, bhopping, ...)
    - tweaking of lifeform balance towards combat mode
    - small number of official maps
    - smallish changes to the same maps every version (just when you know the map, it changes ever so slightly...)
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Likes:
    Pretty much all minus dislikes:

    Dislikes:
    -Shorter Games, wheres the epic feeling gone these rounds seem like you achieved nothing tbh at the end.
    -RFK - allows betetr players to evolve faster and therefore continue to domiante with more rfk
    -Lerk Bite instead of spikes, lerks are supposed to be a support role.
    -Current ns_bast, sorry but i prefere 1.04 version greatly in this case i greatly prefere atmosphere over making it completly balanced.
    -PGS being only available to marines, means comm can pg right ontop of hive via a ninja marine, no real skill just luck.
    -Current onos, far far too weak.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Likes:
    Free upgrades
    Lifeform evolving not hive-based
    Lerk flight
    Permanent healing ability
    Hive health on HUD



    Dislikes:
    R4K
    Dependant on fade
    Onos useless at hive one
    Onos being stompmachine
    Onos can't move its fat legs fast enough
    Hand grenades
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <b>Like</b>

    - Hive2-3 skulks.
    - Gorge
    - Lerk
    - Fade
    - lmg and pistol
    - Old ns_caged layout.
    - JP before the most recent change.

    - Most of the maps in general, although all have their faults.


    <b>Dislike</b> (take a deep breath)

    - Combat mode.

    - HMG, for its price, too effective vs hive1 fades, too effective vs Oni

    - Cannon fodder hive1 skulks

    - Getting stuck on ladders while blinking as a fade.

    - Acid rocket too weak.

    - Unbalanced map features:
    -- Agora (too big, too many nodes outside marine start)
    -- Altair (way too dark, too many routes, not enough clearly defined choke points)
    -- Alyumi (long narrow corridors with no cover all over the place, cold turn's unbreakable glass)
    -- Metal (mineral node too marine biased, needs to be neutral imo)
    -- Hera (vent hive too vast, makes jetpack assaults too easy. Very hard to defend againt a siege base in processing)
    -- Nothing (distribution of nodes is skewed in favour of cargo at the expense of powersilo. Powersilo is very remote and the exits easy to camp by marines)
    -- Nancy (labyrinthine vent system, doors)

    - Slow moving elevators in maps
    - Moving Doors in maps
    - Instant-kill elevators
    - Over reliance on ladders in maps
    - Water in maps
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    edited February 2005
    Hate:
    <b><span style='color:red'>CO</span></b>
    Reduced gorge healing radius
    Removed spike from lerk
    Retarded turrets and ocs
    sux acid rocket
    **** plugins, that bloodust one
    stackers
    catpack
    short and unbalanced games
    ns_altair
    new ns_bast
    gorges too weak
    gorges and skulks too expensive to switch, should be both 0 imo

    Like:
    2.0
    RFK
    comms ablity to control lifts and doors
    old ns_bast
    Gorge Rush in 2.0
    offical NS maps
    faster shotgun
    siege killing aliens
    concept of NS
    flayra
    HG
    GGs, not nescessarily to be long
    shortened distressing time, rape marines if nescessary
    the rest of the stuffs
  • icedSiLenTicedSiLenT Join Date: 2003-05-15 Member: 16338Members
    edited February 2005
    Like:
    +Marines as they are now (mostly)
    +NS3 Lerkflightmodel
    +The suggestions made by DragonMech
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ok, now that I've had dinner, let me be a tad more detailed on what I meant when I said:
    QUOTE
    The alien game currently has 3 hit and run aliens - you only need one. (make the lerk support again, the fade a soldier, and the onos the godlike tank.)

    Please note that these are all my opinions.
    1) lerk.gif
    The lerk should be a harassment unit - something that is hard as hell to hit, but goes down fast when you do hit it. To that effect, _slightly_ reduce it's hitpoints and give it a fairly hefty speed boost (say, +100 units/second). Then, ditch bite for spike again, *but* increase the ammount of adrenaline spike uses so that a lerk won't do much when spiking a building. Spikes should also do 1/2 damage to buildings. In essence, the lerk should be spending most of it's time popping out of vents, firing off a spore cloud and then pulling back in. Spikes would be used to take out marines that have been softened up with spores, and also to wear down HA. I should also note that multidirectional lerk flight should be reintroduced (it's in the bugtracker).

    2) fade.gif
    I have two different ideas as to how the fade could work. Either keep the current fade as a hit-and-run alien, or change it to a soldier. Suggestions for how the current H&R fade could be tweaked or made into a soldier abound in the I&S forum.

    3) tiny.gif
    Please. For the love of god. Make him a tank. Not an indestructable game-ending lifeform, but something that doesn't have to run like a pansy whenever more than one marine is around. Give the onos some damage resistances (ie: -25% damage from HMGs/shotguns, -50% all other weapons). Then, change out his abilities so they are more like this:
    1) Gore - have it do more damage. IIRC it used to do 120 damage. Why don't we try that again?
    2) Ram - onos rushes forward real fast. If it hits anything, it does 500 damage to it. Has a 3-5 second cooldown time before ram can be used again.
    3) Devour - no change, just move it to the 2nd hive weapon slot.
    4) Stomp MkII. This is based on an old version of stomp. Essentially, all marines in a certain radius (say, 1000 units horizontally, +/- 300 units vertically) of the onos get stunned for 3 seconds. This takes 1/2 of the onos's energy, and has a 7+ second cooldown time to prevent spammage. IMO it would be a 3rd hive ability worth fearing. Naturally, this would require the onos to cost 100 res/5 points again.

    (Author's note: this comes from a pubber's point of view. Yes, I know that a 'skilled onos' is supposedly a match for a trio of HAs. That has never been my experience in a classic map.)
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> (fade should be soldier)
    +lerk spikes (bite AND spike in first weapon slot possible? If not i´d prefer the spikes)
    +fade acid rocket of 1.04
    +onos stomp/devour
    +NS 3 gorge armament (mostly)
    +NS 3 maps
    +minimaps (at all) with locations and colored vents (I know, these are not made by the devs, but they should adopt this great cantribution)
    +HA now save from Spores
    +electricity for marine RT
    +Marine Handgrenades (but there shuld be 2 of them on Marine´s belt)
    +all alien upgrades are usefull now
    +RTS part pre 3.0
    +long games pre 3.0
    +the ongoing bugfixig and the overall development of the best multiplayergame I ever got my hands on
    +a dev is looking into this thread


    Now the stuff I don´t like:
    -the try to keep co and ns balanced with the same values for lifeforms and weapons. Since they are too different, one part will always suffer if you try to balance the other if you use the same values.

    -CO (you might have figured out, why)

    -slow down in current NS development (patch schedule once was much faster)

    -focus on more FPS style
    -Resources for Kills (!!!)
    -Scoreboard
    -anythinng else that encourages Rambo behavior
    -Phase gates transport entire marine time at once to the same direction
    -current play time per NS map
    - accuracy of OCs in any version (they should be equal to sentrys in accuracy and enemy detection)
    -Sentry speed of alien detection
    -Randomness of Siege
    -Damage of Siege (too high, aliens schould get a chance to kill siegebase)
    -no protective cloud of spores around alien RT, as an upgrade
    -current balance
    -atmospheare loss on many maps (eclipse, veil)
    -focus on competitive play
    -amount of ranged damage inflictable by marines in games with many players (umbra should have a better blockrate to compensate)
    -pistol rate of fire and accuracy


    I know that some of my thoughts are better suited for the I&S, but these ideas just went through my mind when thinking about the stuff I dislike in ns and are connected to them. I´m sorry if i stepped a little out of the line when staying with the guidelines of the creator of this thread.
  • Blue_MaryBlue_Mary Join Date: 2004-08-26 Member: 30921Members
    Likes:

    -Lerk Spikes (The equalizer!)
    -2.0x Onos
    -Ability to comeback at a Marine's Last Stand and a 2 Hive Lockdown
    -Old Sensory Chamber that Parasites marines that walk by
    -Bile Bomb
    -Catalyst packs

    Dislikes:
    -Med Spam
    -Elecrification
    -The amount of noise the HA makes.
    -Beacon
    -Motion Tracking
    -The current Redemption
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    edited February 2005
    Likes:

    Mmmmh, well all I like was already in 1.xx

    Dislikes:

    Primal Scream (too short duration)
    Umbra (too low radius)
    Removal of Spikes
    Overnerfed Acid Rocket
    Overnerfed Onos
    Bunnyhopping
    Crackhopping
    Leap in Mid-Air
    Scripting
    Res for Kill
    No more perma gorging
    complete res model and distribution
    Jetpackers (are demi-gods now)
    Electrify for RTs is ok, but Aliens need a counterpart for their RTs
    Still unfitting models and animations for sentries and Sieges
    Rine weaponry is getting boring, no variety, no alternatives
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Updated list. Keep it comming guys, and try to disclude third party plugins or things that dont directally effect the <i>offical</i> game, thanks.

    Also, as I've been saying, dont hold any feedback back, no matter what my list says, or what anyone else has said. The list can always be changed based on feedback. If you feel you need to add more, <i>post a new post with the new feedback.</i> Its very hard to comb through the thread to pick out points of info in case someone has edited their post.

    Thanks for the feedback thus far!!
  • GeminiUKGeminiUK Join Date: 2003-12-30 Member: 24880Members, Constellation
    edited February 2005
    I miss the pant browning fear at seeing an onos.
  • Fog_cartoonsFog_cartoons Join Date: 2003-09-08 Member: 20658Members
    Dislikes: It being scary for a newb to be a fade (OMG TEH N00B! WASTE RES!)
    Lack of Commander training, is there anyway to get around this?

    Likes: The effects of the alien chambers
    Teamwork being involved
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    id like to hear the reasons behind this sudden movement for return of lerk spikes.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    The movement isn't exactly sudden, though much louder now as we're approaching the release of yet another beta. People feel that due to the Lerk's relative fragility compared to other lifeforms, making him practically rely on a melee attack to deal any considerable damage makes it nothing more than "an over-glorified Skulk" and deducts from the Lerk's role as a support unit. Others, opposed to reintroducing Spikes, feel that the current model of Spikes would be too overpowering to any Lerk who could find a proper perch and do not feel like reliving the days of Lerks spending several minutes firing upon a single stucture to take it down while ignoring all other alerts fom the team.

    I'd continue, but I don't know if Haze would care for it.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    lerk is just that, relatively fragile. it all depends on your ability to fly with it. if you cant fly you will get shot down quite fast. besides, spores are very effective, shame on you if you disagree <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    Even with the incredibly streamlined and effective flight system the Lerk now has, I can say from experience it's not easy to learn how to operate with the efficiency I've seen in several players (*CoughNarpCough*). Just like the Fade, Lerk's don't have the friendliest of learning curves; the reintroduction of Spikes could theoretically remove much of the necessity in mastering the skill of Lerk flight. Even so, I'm curious to see how Spikes <i>would</i> operate currently, though I see the Lerk fine as it is now. Curious, is all.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Please stick to feedback. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    <b>2.1</b>
    <u>Likes</u><ul><li>shotgun animation</li><li>ammo capacity for shotgun</li><li>ns_eclipse</li></ul>
    <u>Dislikes</u><ul><li>knockback</li><li>lerk flight system</li><li>WON</li></ul>
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited February 2005
    Add my own in here while I'm at it.

    <b>Likes:</b>
    -Lerk spikes (Pre 2.0)
    -Stronger Onos (Pre 2.0)
    -New chamber updates, especially the sensory chamber (Post 2.0, into beta 6)
    -Perma gorge (1.0x)
    -New Lerk Flight (post 2.0?)
    -Fade Blink (post 2.0)
    -New SoF (post 2.0)
    -Pheremones (it was an awesome idea, just needed some tweaking to become useful) (2.0)
    -Alien Flashlight (needs lots of work, but its a great idea. Left in the dark and gathering dust..)

    <b>Dislikes:</b>
    -Wimpy onos! (post 2.0)
    -Stomp and devour (post 2.0, makes the onos too hit and runny)
    -Short Games
    -RFK!
    -Electrification
  • TranquilChaosTranquilChaos Join Date: 2003-07-25 Member: 18425Members
    So in other words, we should reinstate spikes and massively increase the durablity of the onos to decrease the skill required to be and effective player? Spores are extremely effective against light marines, especially when they travel in groups. Bite is useful for finishing off weakened LAs and JPs and for taking down buildings when necessary. While the onos could use perhaps a small buff, many of those suggested are ridiculous.

    Major Dislikes:
    Redemption and Cloaking:
    Again, while we don't want the game to be too indimating to new players, NS would be better off without these two no-skill evolutions.
    Motion Tracking:
    Make it a 5-10 res upgrade that only has an effect within a certain radius of the upgraded obs, or remove it entirely.

    Likes:
    I rather like all of the current versions of the offical maps, although a few need gameplay adjustments.
    Every upgrade besides the aforementioned, they all have useful applications
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I never suggested to completly remove bite or massively give the onos any durability.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    Likes:
    <ul><li>Aliens cannot use phase gates. It sucks having to place a MS pg in some remote location</li><li>No babblers- it was buggy, and the current gorge set of weapons is way more useful</li><li>Almost bugless</li></ul>
    Dislikes:<ul><li>Onos? Who cares! Its just a giant gorgish sissy! (make it a "tank")</li><li>Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)</li><li>Gorges not that significant</li><li>That people want chambers to be unchained. I think it'll suck after B6 with aliens being able to use ALL 3 abilities for no cost. Total unbalancage :O</li><li>Hand grenade- it sucks. Either make it cheaper, more effective, replace it with another weapon, or omit it completely</li><li>Spawn-campage in combat. Make spawn-invul integrated!</li><li>Shorter games suck.</li><li>Gorge Spit w/ focus > acid rocket = WTH? acid rocket is totally nubbed. buff it up!</li><li>JP sound</li><li>JP unstompable.</li><li>instead of stomp, perhaps paralyze would be better for agod-like onos tank...</li><li>turret = omg run away skulks! oc = 1 rine can take out an infinite amount given that he has infinite ammo.</li></ul>
    i think that the stomp mkII sucks, its too powerful. i think paralyze would suffice. oh, and make onos cost 100 res.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin-Cj the Dj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • KoniaXKoniaX Join Date: 2003-02-16 Member: 13641Members, Constellation
    edited February 2005
    <span style='color:blue'>Likes - - -</span>
    - Current Fade model
    - Games that you can no longer tell which team will win in the first 5 minutes (1.04 - 2.0)
    - New Lerk model, much easier to use
    - Healing armories
    - Unchained lifeforms (it took a while, but they finally gave in) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    - Old layout of maps: Caged, Hera, and Nothing
    - Jetpacks are much better than they were, despite the vacuum of death sound they make
    - Resources for Kills

    <span style='color:red'>Dislikes - - -</span>
    - The dependence on the Fade for the aliens to even have a remote chance of survival
    - Pathetically weak Onos
    - No spikes for the Lerk
    - NS and CO having the same lifeform stats, which leads to invincible aliens in CO and puny ones in NS
    - Eclipse - Completely lost the atmosphere that made that map great... I used to love playing that map, now I avoid it if I can
    - Electrification
    - <b>BUNNYHOPPING</b> - I can bunnyhop quite well but I hate having to rely on it to kill marines... make the skulks faster
    - Knockback is outrageous
    - Mines - Anyone else besides me like the laser trip mines?
    - Onos stomp... leads to the wuss Onos who sits behind a corner and stomps, runs in, devours, stomps, and run out and doesn't even get shot at once
    - Slow elevators
    - More weapons for marines... we've been using the same weapons for a long time - When do we get the flamethrower? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    - Any noob can hop in the comm chair and guide the marines to a winning game if there is a vet marine that spawn camps the aliens - Comming used to be the biggest thing in NS, and now its diminished <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
    - Short games

    *** I will probably think of alot more things, but thats all I got for now ***

    CO SUX!
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    personally I dont like ninja pgs and that whole, pg shotgun rush an empty or building hive.

    it really throws you out of the experience to see a healthy hive die seconds later unexpectedly
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    <!--QuoteBegin-Haze+Feb 18 2005, 05:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Haze @ Feb 18 2005, 05:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cj the Dj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    acctually, i wasn't aiming at you spacifically. i was aiming at everyone who wants spikes back as primary.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited February 2005
    Lofung and UKchaos: The version of Altair that y'all played is around 7 versions removed from the build that the CM and other playtesters are now playing. Normally I would ask for feedback but since that version is so far removed, it would be somewhat pointless. The only thing I ask is that you give the new version a fair chance. I realize the version that the pubs currently has is sevearly lacking and does not live up to the rest of the ns maps. I assure you that the new version does and up until the last min before 3.0 final is released, I will be polishing it up.

    For future refrence however, if you have a problem with my map, or any other of the official levels, it helps if you can give specific feedback on what you don't like so that we can fix it instead of people just complaining about things.
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