Nice and simple style. I like the lighting (especially the JP's). There's a little hole in the wall to the left of the MH though (left when you're going up). I think the dark floor texture needs a replacement that looks better in the map.
What about the amount of players for this map? Seems like FFA, but i'd really like to see a tourney version of this. :icon26:
kazdm4 - alpha
Well, I had just 3 matches with a cpm-bot with cpm gameplay as well. I was much fun, especially with the RL.
I like the major layout, but i think you have to scale down the distances between the major items.
I would keep the RG, but you have shrink down some of the massive LOS (line of sights) to get a nice balance between the weapons.
Because of the vertical scale you can effort nice mid-air-rockets (cpmgameplay), so IMO the 2 RL work well.
There are not enough health bubbles in the map.
There are too many ramps as well, maybe some stairs/elevators/jumppads/or even teleporters (which have to be placed very well) could replace those ramps...
Maybe the RA could move to the SG/50h combo, this spot seems handy for this kind of item.
For the teles I could imagine one-way-teleporters from the bottom to the highest level.
For example:

For this athrium it would probably best to have a two-way-teleporter, because its annoying to drop down from RG to RL.
On the other hand it is questionable if it works with those two major weapons in one room...
Hope that helps
sumatra
I like the major layout, but i think you have to scale down the distances between the major items.
I would keep the RG, but you have shrink down some of the massive LOS (line of sights) to get a nice balance between the weapons.
Because of the vertical scale you can effort nice mid-air-rockets (cpmgameplay), so IMO the 2 RL work well.
There are not enough health bubbles in the map.
There are too many ramps as well, maybe some stairs/elevators/jumppads/or even teleporters (which have to be placed very well) could replace those ramps...
Maybe the RA could move to the SG/50h combo, this spot seems handy for this kind of item.
For the teles I could imagine one-way-teleporters from the bottom to the highest level.
For example:

For this athrium it would probably best to have a two-way-teleporter, because its annoying to drop down from RG to RL.
On the other hand it is questionable if it works with those two major weapons in one room...
Hope that helps
sumatra
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Random thoughts in no particular order:
1) Walkways are too thin; I'd go 2-4x that thickness.
2) I like the open feel of this. While I agree that some of the LOSs should be broken up a bit, I'd try to maybe do this with some strategically-placed pillars or girders or something less substantial than actual walls, and not lose that open feel.
3) I think that weapon/item placement could be improved a lot. RA is good, especially since there are only two ways in/out of that corner. YA is okay too. I like where the MH is placed, but perhaps it would be a bit more interesting to make getting it a little more dangerous? How about losing the ramp down from the MH and blocking off that direction with bars/screen/something see-through? This would force someone getting it to go in-and-out (and potentially get raped coming back up that little slope).
4) I'd also remove the RL below RG and put the RG there instead (RG up high + very open map = iffy). Then put the GL up there where the RG was. Raining grenades down from a high spot is fun.
5) Finally, I'd use more of the vertical space. If you're going to make a map with a lotta z, then use it! You could push the areas you have together a bit on x/y and cut down on travel time, and then add another layer or maybe even two above that and have a really interesting level-over-level thing going on...
Just my $0.02...
1) Walkways are too thin; I'd go 2-4x that thickness.
2) I like the open feel of this. While I agree that some of the LOSs should be broken up a bit, I'd try to maybe do this with some strategically-placed pillars or girders or something less substantial than actual walls, and not lose that open feel.
3) I think that weapon/item placement could be improved a lot. RA is good, especially since there are only two ways in/out of that corner. YA is okay too. I like where the MH is placed, but perhaps it would be a bit more interesting to make getting it a little more dangerous? How about losing the ramp down from the MH and blocking off that direction with bars/screen/something see-through? This would force someone getting it to go in-and-out (and potentially get raped coming back up that little slope).
4) I'd also remove the RL below RG and put the RG there instead (RG up high + very open map = iffy). Then put the GL up there where the RG was. Raining grenades down from a high spot is fun.

5) Finally, I'd use more of the vertical space. If you're going to make a map with a lotta z, then use it! You could push the areas you have together a bit on x/y and cut down on travel time, and then add another layer or maybe even two above that and have a really interesting level-over-level thing going on...
Just my $0.02...
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