Ok, link now works! if someone fixed it, thanks. :]
I only map for cube 2 engine games so far, so excuse me if there is some things I don't understand.
With only a few months of gameplay experience, its pretty obvious to me that the mega and quad can't spawn so close to one another.
I would switch with 50, or 25 armor; I dont really know too well, though, since both are kind of secluded and might create bottlenecks. something should change there either way.
ERMAHGERD LERTS
Since I sadly can't comment on gameplay (yet), it's logical that i would go straight to visuals. and omg.
Let me say first of all, that in my humble opinion, lights in ANY map should do
at least one of these things(besides general illumination):
- Create/reinforce atmosphere or mood
- Show (or rather,
highlight :>) areas of importance
- be used as accents
Those don't really do any of those. There's enough light there already. Lights next to a relatively bright skybox isn't a good idea, and the fixture design is not the prettiest.
To be honest, this armour room would look TEN TIMES better if all you did, was remove every single light up top. not kidding.
The accent strips at the bottom provide enough light - wait, isn't lava supposed to emanate a shitton of light? Look at stormkeep! when you have lava in any given area that isn't tiny, it should be the main light source, IMO.
Sadly the lights up top, and the overall ambient, is too high for it to really shine (that was unintentional i swear)
On another note placement of the mega is spot on. It's a great layout that I could see used in duel, but the amount of corridors in and out of the area are too many. Nice
This. This is the single strongest area in visuals. it's pretty sweet. Lights are placed near weapons (areas of interest) and as accents near stairs and under walls, and yet there isn't too many.
Also, there is a lot of great architecture at the top of the map.
I know the top of the map might not seem like the most important part in even visuals, but look at fuse by cityy.
he went to lot of trouble to reinforce the atmosphere with buildings outside of the walls, and make the walls look real, not molded like clay to the outside of the room. Its a great trick, and it's used pretty well here.
Also, notice how there is a strip of white in the middle of the screenie? it's good to keep different levels different colour textures. 1 for consistency, 2 for no confusion. I bet if all colours were organized in this map, then it would have been much harder for Justin to get lost here.
As a general note also, the lower hallways, unless illuminated by a big source, are usually darker than the higher ones, even if there is no skybox visible up top.
What happened to great architecture up top?
you had it in the mega/quad room, and the aforementioned one as well. i know you can do it! :]
Also the crazy light bombing is back. :S either remove or do something drastic.
There are great trickjumps near rocket; in fact in general this map has awesome trickjumps in convenient places. its something ill have to work hard to learn myself. :>
Altogether this room has a very odd feel; and it's because the lighting is so different from the rest of the map.You used these textures throughout the map, but they were really different colours! :S
Also, nice design for the light fixtures in here! although, there is a little too many still. they are worth keeping though, and nice accent in the middle.
Nice accent here! although i spent a few too many minutes trying to get into the lava.
Nice architecture in here too. the bars up top create a good light effect and remind me of ospdm5.
it's a funny looking cutout in the ground though.. can't quite place why.
Altogether pretty awesome. phew, this takes a while