obsidian wrote:Anthem wrote:I didn't see another flag, though. Maybe I am missing something. o.o
You may have loaded it in single player mode if you just typed "/map"
@obsidian: If you got that working you're god, because there's simply no other flag in this map as Anthem pointed out.
And now for my feedback, here you go, Noruen:
Ok this is going to be a bit long, but whatever the map's worth it!
You might think sometimes reading my suggestions "What the fuck was this guy thinking/smoking?" but that goes ok for me, I've spent so much time in your map that I HAD to come across these "errors", if you want to take care of them all is your very own decision
General stuff:
I like your earlier version slightly more than the new one for its better more atmospheric lighting (but that's something that can be done in the final version anyway), it's "backyard section" with the regen powerup and the stone bridge with the floating parts in the middle of it. If you don't wanna change anything of these back to its former state, then consider adding the stone dome in the big ruin again, this one looked great. As for the now empty part -the old backyard section- I haven't come across any great idea beside reinstalling it like in the first alpha or building a huge pile of stones originating from the collapsed bridge. OR use it as the entrance/exit to a somewhat secret tunnel with its other end in pic 9, wouldn't work if you plan to fill this area with lava or something else deadly again, though

Perhaps a stone pavillon would fit there but I'm not too sure about it.
About the flag: If you don't plan to make this map a ctf don't forget to explicitly state that in the readme because it really looks like it was meant to be a ctf map. If you already planned to copy the area and link the portals correctly forget about this complaint of mine.

Pic 1 (the one above, will follow that pattern all the way through): If this brick comes out on this side of the wall it has to be pushed into it at the other side (logically not visible in this shot) but at the time isn't.

Pic 2: Playerclip here (or expand that little stone way, I like this one a lot for some reason.

Pic 3: If you don't want to escape flag carriers too easy from here build some kind of obstacle or place a lava pool/ abyss at the ground behind that edge.

Pic 4: Playerclip this thing.

Pic 5: Playerclip this thing.

Pic 6: Playerclip this thing.

Pic 7: Build up some "wall" or another obstacle to block player's view on the obvious end of the terrain (or make the terrain edge bigger).

Pic 8: This skull lamp is accidentially playerclipped because of the playerclip enclosing the stone structure behind it whereas the other skull lamps are not playerclipped at all. Make it homogeneous.

Pic 9: This stone bridge screams for something underneath it. Either fill this mini canyon with lava or drill a tunnel through the entire mountain opening another path and thus adding gameplay.

Pic 10: This whole structure looks fantastic! Beautifully done!

Pic 11: z-fighting on the small stone I marked with the crosshair.

Pic 12: Texture isn't aligned correctly, you'll never see a stone like that in nature.

Pic 13: This one's funny: you can actually go right through the bars because they leave up just enough space to slip through and then you'll get killed on the other side after walking too far into the dark.

Or you could hide there with the enemy flag or camp, so playerclip these bars.

Pic 14: The wood planks "transcend" into each other.

Pic 15: If there's some way to avoid that camera view, do it (maybe with an info_player_intermission?) it looks weird to see the bottom side of your map.

Pic 16: This "stone spike" looks weird too, wonder if anything like this would be possible in real life? If you want to go with that, consider playerclipping this, it really sticks out when you rocketjump right through it.

Pic 17: Use a concrete lava texture here you can see the texture edge if you look closely.

Pic 18: I believe chretien mentioned it before: I also liked this one better without the wood planks. Plus, but that could just be me nitpicking, it adds to your map's gameplay if you remove the planks completely since a) noone would actually run UP there, he'll get killed in no time from an enemy player above since it takes WAY too long by foot, and it's no problem to jump down over the gap once the planks are not there anymore b) to get up you already have the (much faster) jumppad. Another thing in this map (see green line): if you navigate a bit to the right directly after using the jumppad you can skip an otherwise very dangerous inside part thus seriously shortcutting your way for example to the caged section with a possbile teleporter out of there if you should activate it in your final version.

Pic 19: Another GREAT looking thing, you should probably make this fire providing a dmg trigger because after all it's still fire

Idea here: make the whole bridge burning so it takes away *some* health of a player taking this -compared to the others- relatively short and safe path up to the flag room. Adds some tactic this way.

Pic 20: Weaponclip sticking out somewhere here (rocket exploding in mid-air), you might want to review this section and its clipping.

Pic 21: Another gameplay idea: these gears are much too good to not be implemented in some way or the other. Probably if this can be used to open up the iron bars of the cage section right behind the player in this screenie for a very short time; or what if it takes TWO players cooperating: one continously shooting/utilizing the gears to open up the cage so his/her partner having the flag can escape through there? Might be a bad idea too, especially if you're not intending to make this a ctf map.

Pic 22: This stone is way too straight. Round it off or add some stone brick (door) frame here.

Pic 23: This wall doesn't look very thick or like it's strong enough to hold even its own weight. Make it bulkier.
That's it for today. Screw my webhost and other duties that had this feedback's delivery prolonged "a bit", hope it is of any use to you!
Greets,
monaster
[EDIT: corrected urls and quote]