Had a non-promode dance around this level earlier (I play promode primarily but sturdy vq3 gameplay is at the root of every promode map).
- The LG area feels awkward. I think the MH should be underneath the floor grate next to the tele and that there should be a way off the lift that doesn't necessitate jumping (I know you want this as an audio cue and exposure, but how about putting a walkway off to the left side as you come off the lift?)
- The YA area I like. It has solid potential for fights. However for the sake of just the YA, I think the area is wasted. Switching the YA and RA around here may help.
However in this area the player coming from above has a big advantage over the player coming from below. One way to reduce this imbalance might be to add a more straightforwards jump up from the lower area to the top walkway. Perhaps a light fixture or similar here:
- The curved staircase with GA is problematic because you would expect the down player to use the GA, yet it's very easy to get trapped in there as both exits are covered from the dominant players position. If you could cover the lower exit in relation to the upper walkway, or alternatively provide a third route out of the staircase (drop to the lower tele area?) this might alleviate the obvious imbalance here.
- The 2 RLs seem too close together. Unfortunately a better placement isn't appearing for me
- Feels too cramped in the MH basement area around the GA. The pillar makes sense but a little more distance between that and the GA back wall would help.
- The 45degree edges on everything result in some irritating slides off surfaces for no good reason.
- The top teleporter exit should be connected in some way rather than ending in a ledge and throwing you to the floor. the idea of using pm physics to bounce out around a corner is great, but that's not incompatable with also having a graceful exit for regular movement.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis