-My philosophy is simple; if you can't jump to RA then you're forced to blaster jump up there. As it is now, RA jump is too easy almost every which way:
- You can jump from electro and reach it with forward momentum alone
- You can circle jump from the top stair and don't even have to sweat it
- You can even wallstrafe and reach those extended platform edges easily
- If you're coming in fast, there's basically no way to not reach the platform.
Whereas the spot of the RA platform feels okay, it feels like the top stair and electro spot is too close in comparison. The ideal difficulty would be that it's impossible to reach with one jump unless you're jumping from Electro (and doing an actual circle jump). You got a few ways to adjust the difficulty:
- Put RA platform higher (as long as jump height can reach it, then theoretically it's always possible)
- Make the RA platform smaller and remove those extended edges.
- Drag the entire geometry in electro side outwards from RA platform.
- Drag the RA platform closer to Crylink* although this might change the proportions in an unwanted way.
Here's some reference to RA jumps difficulty in case you haven't seen it:
https://www.youtube.com/watch?v=-SMJx1OIDgk
-RA platform is missing the holes to shoot through and it's a bit too easy to see from beneath if someone is standing there.
-The wall slope above stairs leading up to mega health is missing:
http://i.imgur.com/CroHlHY.png This is a characteristic trait of the map and usually a place where people attempting to jump over the gap above upper levels, gets trapped in. Additionally in Xonotic's aerowalk version, it also gives the possibility to "surf" through the gap without making any step/jump/landing sounds.
-There's all kinds of wrong about this spot:
http://i.imgur.com/Eja2GZf.png- Spawn point: I take it as it's where you moved the spawn from in front of the upper rocket. Probably an attempt to thin out spawn locations or make spawn killing harder. What happens though is that you make match-start spawns more unfair to the RA side. Most Aerowalk matches start with a race to the mega and that's why it's kind of crucial where the spawns are.
- Tele exit: The teleporter from the center takes you right on this platform with your feet touching it. Which means you enter the teleporter and then you can just walk to the upper rocket. The characteristics of that tele exit is that you either fall to the mortar or you aircontrol yourself to the upper level. You can fix this easily by moving the tele exit higher.
- Angles: On the first look it seems like you were inspired by the Quake Live version of aerowalk which also had a platform like this. But what this recreation does wrong is that you don't get the same angles the Quake Live version provided: http://i.imgur.com/55ttSfF.png Basically being able to shoot to the 50 armor. It's a thing in Quake Live where you've got a much slower momentum going on all the time, but assuming that you got the angles right for a Xonotic version. I don't think it would add much in any case. I don't find it necessary.
-The extra spawn near the exit of the jump pad tunnel is not bad, but it's unnecessary. It can break the spawn forcing probability and balance unintentionally. In general I would recommend following the spawn locations of hub3aeroq3a_nex_r4 as precisely as possible.
-*Crylink is a huge no-no, not just because it's annoying and unbalanced, but also because it replaces a lower rocket spawn. This map needs two rockets no matter what
If you really want a crylink in aerowalk then the spawn should be at where the MG is and replace that instead. I personally would hate a crylink in Aerowalk though, it's not a skill weapon, it's hard enough to dodge projectiles in this map already and it would make collecting ammo for Vortex all the more easier. It might also introduce a new more annoying way to get spawn killed.
-These wall corners could be a little bit larger. They're crucial for mortar ricochets as well as blaster wall boosts:
http://i.imgur.com/YsfVAmE.png
http://i.imgur.com/OasKAyv.png
-Wallbanging is kind of a feature in Xonotic and it shines at it's best in Aerowalk, so I'm gonna make a video about "wallganging and ricochets", basically some angles and tactics in hub3aeroq3a_nex_r4 in general - to demonstrate where you can improve the geometry and proportions a little bit. It's hard to explain it with words alone, so wait for it
-I saw windows all over the map. While these adds to the aesthetics and look nice, I think they might interrupt projectile trajectories unintentionally. For example, that little peeking hole in between mortar spawn and mega health area usually gets all kinds of rockets and mortars shot through. Some rockets might accidentally go through those windows in there and end up not dealing any splash damage where it would have been deserved. I've never liked projectile-passable windows in any version of Aerowalk, if you removed them all then I would certainly not miss them.
-Teleporters should be inside the walls. Never ever in any Aerowalk have you been able to enter a teleporter from it's side or above of the brush
-Jump pad doesn't slow you down enough, you can get out there with the forward momentum that the jump pad gives you. Although in my opinion this might not be a bad feature.