Thanks for comments & suggestions.
obsidian wrote:The flow is a little awkward since you can't easily get from one part of the map to the other.
Yeah. The map started as a tourney map but then I started expanding so it went a bit out of control.
That top part is really overpowered.
Indeed.
you can see that the patches on that platform are not casting shadows.
Yeah and I also noticed that I'm unable to align the texture on them. Is there any way to do that?
It also feels strange that you can walk against the sky along the top floor. Consider some kind of barrier up there.
Maybe but I'm afraid it'd look artificial. Of course I could just remove the invisible barrier and let the player die if he falls off the gameplay area.
st3ady wrote:could maybe use some water out front to break up the long grass field monotony.
Not sure if water fits there (anyone swimming would be an easy prey to anyone above) but I actually had some problems filling the grass field. The only thing I came up with was that big tower with the BFG.
Where did you get that sweet teleporter from? staring at the center gave me a headache lol
Yeah, it's pretty cool. Found it from some prefab site. I wouldn't even have looked for custom teleporters but for some reason my GTK couldn't find any of the models packed with Q3A.
Duke Nukem 3D map reviews: [url=http://msdn.planetduke.gamespy.com]MSDN[/url].
My latest Q3A map, Lifeline: [url=http://www.quake3world.com/forum/viewtopic.php?f=10&t=37549]Topic[/url].