This look way too clean for that post-apocalyptic themed game! Ex textures should do! Mabye make CTF map that has just some parts underground (like passages). For the layout its the best to draw it on paper and then brush it in the editor. Good luck Spike!
The main issue with 4 team maps is symmetry...
The distance between all the bases isn't equal, as left side players can't get to the right side base as easily or quickly as the other bases.
Not sure if this can be fixed, but it is a major design flaw, one that doesn't exist with 3 team CTF.
Might be ok as two teams could be going for the same flag. In death match/demolition derby it wont matter just have to experiment with speedster physics probably good weapon/missile dmg but faster speeds to get away from them.
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The trouble with a tetrahedron is, it's easier to travel on 1 plane than to climb up to the 4th base.
The simple flat model could work, if the bases were not accessible without going to the middle of the map. That may be a balanced setup for 4 team CTF.
Another take on texture creation... again:
Created this one solely with Blender and Gimp (plus XNormal for the cavity layer, but I'm trying to get rid of this tool too).
Not a screenshot of an actual work in progress, but since the thread isn't all that active anyway: I discovered during a test that enabling LOD reduction for player models can have interesting side effects. Such as the user jumping back from their chair when suddenly turning their mouse and facing this: