This is legitimately one of the strongest community-made Payload maps I've ever played.
- From an aesthetic standpoint, the map stands out from other Mayann-made maps. From the first point to the last, whether you're playing on RED or BLU, you're met with striking visual after striking visual, the likes of which are memorable and even help players remember where everything is in relation to each other.
- From a gameplay standpoint, the map is full of bold, interesting choices such as the big, wide-open room at the beginning, the elevated middle platform overlooking second, the interesting double-decker platform near third, the lake surrounding last, and all the smaller unique choices which come together to make a fresh dynamic at each stage of the map.
- From a game flow standpoint, I can't comment on the most recent version, but I remember testing pl_ququmannz_b1 many months ago, and even with that early version, I remember thinking that the map flowed very naturally, without needing to make use of any of artificial barriers such as the doors on Snowycoast and Barnblitz or the multiple stages of Goldrush and Hoodoo.
I sincerely hope that you finish the textures and/or models soon, because this is a map I really don't want Valve to skip over simply because of all the giant "WIP" signs dotting the environment. Keep up the good work, guys!
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Anyhow, I found two noticeable culling issues as I ran through this map. The first one, visible when going towards last, is small, but definitely noticeable in-game, since I saw it without even looking for it.
Look at the grass in these pictures:
Pic 1.
Pic 2, one step forward from Pic 1.
The difference.
The other one is more noticeable (at least in-game):
Pic 1.
Pic 2, one step forward from Pic 1.
The difference.
Again, those are small details, and the difference isn't as big in pictures as it is in motion. As it was obvious to me while I was just running around the map, though, I thought it was worth mentioning.
The
much more glaring issue, though, relates to a side-tunnel after the second point which I think you added in a recent version of Ququmannz.
The tunnel in question is right here.
Pic 1.
Pic 2, one or two steps forward from Pic 1.
Pic 3, another step or two forward from Pic 2.
Pic 4.
Pic 5, one step back from Pic 4!!