ID | Category | Title | Creator | Status | Result |
---|---|---|---|---|---|
426 | maps | Nullify #232: Permit maps with "invisible" warpzones if the Team votes to include them in that configuration | bones_was_here | PASSED | 5:2(2 abstained, 5 didn't vote) |
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User | Decision | Comment |
---|---|---|
Freddy | YES | A few mind tricks will not hurt as long as they are used sparingly. |
Antibody | ABSTAIN | I have no strong feelings one way or another (https://www.youtube.com/watch?v=ussCHoQttyQ) |
bones_was_here | YES | There are valid use cases for invisible warpzones in "proper" maps, eg: spatium-a4 |
Cloudwalk | YES | This is an engine problem. These can be a fun feature for unique maps. It's better to fix the engine rather than omit them. |
divVerent | YES | this should not be a formal requirement, however individual maps need to be carefully evaluated for relevance of the issues; sound issue is not likey to be fixable, but player indicators and waypoints should be doable |
Halogene | NONE | |
illwieckz | NONE | |
LegendGuard | NO | I think the same as terencehill. This visual effect can be noticed and can become invisibly broken. |
morosophos | ABSTAIN | |
MrBougo | NONE | |
Nitroxis | NONE | |
Spike29 | YES | *looks at Glowplant* |
terencehill | NO | warpzones can't properly handle player name tags, waypoints and sounds, IMO there should always be some indication, even a very light effect that makes the warpzone 90% invisible is sufficient, otherwise map looks broken |
z411 | NONE |