Waif
L7: Fancy Member
- Mar 22, 2009
- 412
- 125
hey grazr, notice you give other mappers ludicrous amounts of feedback, so I'm going to try and give some back
Can't say I have played the map properly, actually haven't done that at all for any ctf-contest maps, but I did have a fly around.
Therefore take this with a grain of salt: Gameplay impressions (this is all speculation): apart from the middle section it looks like there could be too many routes, spaced too far apart, in each teams base. Scooting around with my spec-cam, I was thinking: while this may prevent turtling/ chokepoiting to some degree, it may break the team apart- and there are bound to be routes that are hardly used. As I said, this is talking from my own mapping experiences (however small) and not actual testing.
I also notice you have it named as beta, however in my eyes the detailing is not up to that level yet! There are simply too many plain old cube based geometry buildings. Why not spice them up with some unorthodox angles/ curves for interest? Add some more props, refine your theme and setting! Some screenies: (you probably know about the majority of these anyway)
Is that the areaportal I can see...
From the inside..
As I said, too basic geometry, over use of the one texture, just not enough detail ingeneral in this area!
See the building above the creek? Too square, plain looking and it seems out of place with its surroundings. What is its purpose? The red/blue bases either side look quite nice btw!
Immersion issue, that train track is ridiculous ! It burrows directly into concrete on oneside and wall on the other.
Odd shadows where displacement meets brush, nothing too major!
Nasty prop shadow!
Notice the dirt texture outside the fence and inside don't match at all?
Hope that helped, even a little bit. Cheers
Can't say I have played the map properly, actually haven't done that at all for any ctf-contest maps, but I did have a fly around.
Therefore take this with a grain of salt: Gameplay impressions (this is all speculation): apart from the middle section it looks like there could be too many routes, spaced too far apart, in each teams base. Scooting around with my spec-cam, I was thinking: while this may prevent turtling/ chokepoiting to some degree, it may break the team apart- and there are bound to be routes that are hardly used. As I said, this is talking from my own mapping experiences (however small) and not actual testing.
I also notice you have it named as beta, however in my eyes the detailing is not up to that level yet! There are simply too many plain old cube based geometry buildings. Why not spice them up with some unorthodox angles/ curves for interest? Add some more props, refine your theme and setting! Some screenies: (you probably know about the majority of these anyway)
Is that the areaportal I can see...
From the inside..
As I said, too basic geometry, over use of the one texture, just not enough detail ingeneral in this area!
See the building above the creek? Too square, plain looking and it seems out of place with its surroundings. What is its purpose? The red/blue bases either side look quite nice btw!
Immersion issue, that train track is ridiculous ! It burrows directly into concrete on oneside and wall on the other.
Odd shadows where displacement meets brush, nothing too major!
Nasty prop shadow!
Notice the dirt texture outside the fence and inside don't match at all?
Hope that helped, even a little bit. Cheers