OK, finally getting around to this.
- QUAD room can definitely be slid over 256, fitting it better into the footprint.
- I'm glad you're working on the corridors. Those are by far my least favorite part of the map. Even after I was able to get a grasp on my relative position to the arenas at all times, I'd still get tricked by how similar they looked. I'd work on creating landmarks within them. Overgrown vegetation would be a good way to start without breaking their modular industrial look.
- I also think the corridors are simply over-connected. It makes them appear to be much more expansive than they actually are >> redundancy and confusion. Of course
you have them memorized, you MADE THEM!!! I, on the other hand, have only played this version, and I must reiterate how many problems I had finding my way.
I would disconnect the two stacked central S-Junctions from the rest of the corridors. Also remove the JPs up to them. I don't understand the logic of "connecting all your connecting paths" and I think each one would have more individual purpose if they simply went from one room to the next. I'm not saying don't give your players options
within these connections, you can still do that. Ultimately though, these options should all bring you to roughly the same area. This is what I meant about "turning my brain off". I couldn't make a conscious decision to go from one room to the next because I kept getting lost or distracted and I'd end up in a different place than I intended. Remember, the real gameplay exists in the arenas, so I wouldn't worry about making the corridors a little more linear.
- There were also some very similar features in the two RL arenas that tricked me, specifically the central square pools with the water plants in them.
- About your weapon placement in corners/alcoves. Just make sure you're not confusing "tactical" with "annoying". The RG is a good example. It is already off the beat path, so you don't need to put it in an alcove too. The MH, on the other hand, is in a high traffic area and tucking it away makes for better risk/reward gameplay.
- Verschlimmbesserung. Nice word

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I'll try a top down screenshot if you don't understand some of the stuff I'm saying. To be honest though I've dreaded doing this lately. As a tester I've been questioning whether it's my job to impose such big changes on someone else's layout. It's impossible to know exactly what an artist is chasing and that kind of feedback almost always gets shut down. Even worse is when people actually do take the suggestions literally and you feel like you've stolen their map. Perhaps it's better in the big situations to just voice my general problems and let the artist find what he thinks is the best solution. Any thoughts?
-pat