Well, 'grats on a new map. Had a quick look on it. There are a few things that are a bit of a concern.
Following into this area here ->
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I found terrain that was merging through the wall ->
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This could use some sewing->
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Some odd glitch going on with the water when going though this door.
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So, this is found on both sides of the map. No access to anyone. No clipping though, its just a dead end. I suspect it may have been an alternative exit or a underwater tunnel that connected somewhere before hand? Maybe I'm missing something then, but otherwise its confusing because the visualizer just makes me think its a playable area somewhere...
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I don't like how the exit doors to the spawn are right next to each other. Can we get a third exit or something or one of them moved? Perhaps an exit to that small room to the right (exiting spawn)?
I hope this helps.
-Inqy
Download (bz2)- Midpoint changed from weird wood thingies to a Helter Skelter
- Mapname changed to 'skelter'
- Removed side route around outside building
- Spawnroom centered at back of building
- Added a basic beach & pier in implied brushing
- Changed implied theme from Alpine to Maritime
- Changed 2D skybox to sky_hydro
Download (bz2)- Helter skelter no longer hollow
- Spawn remade to be a tiny bit further back
- Rightside building rebuilt to be more interesting to gameplay
- Midpoint area overlapping stairs {with crates on} changed to a shed with medium ammo inside
- Removed shutter doors leading up to the pipes
- Added detached slides down the side of the helter skelter; scouts can use to their advantage ala 2fort bridge
- Buffer zone remade to be less ambitious (no more water)
Pretty fun. Most of the action seems to take place in the building with the accessible roof, so you should look at making it a bit bigger so more dudes can fit in it. Maybe make the doors a bit bigger, and also change the health to a medium.
I think the map could use a bit more highground. Maybe a balcony in the yards to the sides of the point?