Let me introduce: koth_bloodhound (I hope that I'll get the first place for most creative name ) Overviews: A0 A1 A2 A3 (current)
Add a light somewhere in the upwards passage in the second to last screenshot, so people are more aware that it's there (especially if enemies can come down from there) Also it maaaaay be a little bright, but that might be my monitor. Looks great so far though!
Thanks! The lighting is the same like in lumberyard, but I think your right. In my last map I also turned it a bit down.
Pfffft, I can't read at all, sorry about that. I think it just appears brighter because of the light sand texture you're using, along with some orange-dev textured objects.
I've got some screenshots of the new layout and I would be pleased, if you could tell me your opinion. I made the whole thing less linear and added some extra exits. Should be play mush better now, although highlander had fixed the old version anyway. Exits marked red:.
When you comment that you're unsure whether the space is too open I haven't played the map so I can't say for sure, but if that's a central hub of all the flanking routes then a smart sniper is gonna fix on that the whole game. If there is a long sight line to it I'd worry, otherwise I think you have enough cover generally that you'll be all right.