
@Whiskey 7: Thank you!
@Johnny Law: Thanks a lot. These out of reach areas were particularly fun to design and add this extra bit of believability to the scene.
The item placement is my own best guess, I've never played the map against human players, so input from seasoned online players is more than welcome. Please don't hesitate to point out any flaws when you (or someone else) find them. I think the ideal player count is 2-3, but I can't tell how tight armor management can get when you play a real match.
The performance really is not that good. I've heard it can be as bad as 30fps when the map is crowded and you're standing in a bad spot. This is of course far too low to be even remotely acceptable. The biggest offenders are probably the super sharp lightmaps, the trees (~930 tris per tree + many layers of alpha textures) and the teleporters (~10,5k tris per teleporter). And there are many textures with high resolutions and file sizes.
I'll definitely create an optimized Lite version specifically for competitive play, and keep the current version for the eyecandy factor.
Yes, the roof is slippery to discourage players from standing and fighting on it. It's visually too steep to look natural if you walk on it and initially it wasn't even intended to be traversable. I noticed that it was fun to jump on the roof at the place where it's close to the walkway here:
[spoiler][lvlshot]https://victorkarp.com/wp-content/uploads/2022/01/Victor-Karp-Quake-3-Quadwell-Final-05-1024x576.jpg[/lvlshot][/spoiler]
You can keep jumping to reach the rocket launcher this way. Or even the railgun, but the excessive jumping will definitely give you away.
Regarding the progress pics: there's an old thread from 2016 in German (English version via Google translate) where I posted the early stages of this map. It was meant to become a dark and rainy cyberpunk back alley inside a large city. But I didn't really feel comfortable with the theme and switched to bricks and ivy.
I will release the .map file as well as all other raw files in the near future. I first want to be sure that everything is as final as possible - and I need to clean up these files first, because some of them are all over the place.