hi, mapmaker here, id like to respond for a sec
1. It crashes the server more than any other map in rotation.
i know what causes this and im doing my hardest to fix it
2. Its minigames frequently break or don't work as intended, leading to confusion from REDs, delays, or softlocks whenever an admin isn't online.
what minigames, how do they not function correctly?
(...) the map constantly gets voted for because of the jump mechanic and stupidly easy access to rebel, (...)
im waiting for a script from Berke that reduces the ease of using the star launchers in v3.
my idea is to have the star launchers require an input that must be held for 1 second whilst being inside the trigger before it actually launches you
Galaxy has barely any minigames on it and poor map layout. Also really easy to rebel on
see, that's the problem, i cant really introduce new minigames with the amount of ideas i have because the game's engine is very limiting with the amount of objects it can handle.
in other words, i just have too much i want to do with too little space
The map currently has a regular issue where it crashes due to edicts(an issue that likely can be solved by templating the boss fight “projectiles”), so until it is fixed it needs to be removed
i could try to work with templates, however the projectiles are all one object parented to a func_tracktrain (that is to remove players blocking the things when ubered for example)
Gameplay wise the map is painful as blue because it is simply impossible to account for two rebelling reds on complete opposite sites of the map. While removing the cell pipe was a good idea, it introduced a new issue with the “camping the pipe secret as red” issue, as it is so easily accessible. The launch stars are also cery easy to abuse as any class but Espicially as red, you can literally fly from sand obby to ice obby in about 10 seconds, while having barely any pushback from blus.
would you like to see more obstacles added to prevent that from happening? or does the beforementioned script work too?
All of this is not to mention the various bugs that manifest themselves during gameplay:
flying directly into an invisible wall,
these are the walls in between planets to prevent snipers from shooting accross the entire map. apparently with high ping the triggers to "turn off" the walls temporarily aren't wide enough. i could fix this by simply either expanding the triggers.
also, another idea that came to me as im typing this, i could have the walls just be visible things with a hole in the middle, but that wouldn't look too great aesthetically
longjump consistently being broken on certain clients,
??? how? it shouldn't break to my knowledge? ... maybe because i altered the script a bit to include some half-bugged functionalities? idk, its weird that it doesn't work. maybe they don't have +RELOAD binded, or bound to a different key?
easy fix
an invisible object in moving platform that kills you,
that's already fixed in v3
sweeper killing you when it stops in some cases,
ive added a teleport out trigger when the game stops in v3
if anyone has any bugs they found PLEASE let me know and ill do my hardest to fix them
Its surprising that this map is actually still here considering how many bugs and issues it has with crashing.
Honestly I do commend hehe troll for listening to everybody's criticisms and doing her best to address them and make this map playable. I'm more in favor now of keeping this map now if the crashes can be fixed.
im really doing my best with trying to make the map as enjoyable as possible!!
as i said before, im being limited HARD by the engine, i just have too much i want to do with too little space.
sorry if this wall of text is too big to read through, i just wanted to get back to y'all on some of these problems
tl;dr:
just my general thoughts on some comments found above.
"im being limited by the game's engine, that's also why the amount of minigames is so low"