Hey man,
What did you do to the lighting? It looks way worse for me. It's super rough and I can see every "bounce" that's happening if I look close enough.
Well, I was gonna get into item placement today, but I've been thinking about this map a little more lately and I think I can better articulate the general flaws I was only scraping at before.
For the sake of the argument I think we can break up large FFA maps into two groups: Ones that have a central room, and ones that don't. Obviously this is one that does. The PG/RA/MH/GL room is far bigger, better connected and more beautiful than anywhere else in the map. I am aware that I am about to get
very general here, but I'm just trying to outline my basic theory.
Now, when you have a focal point in your map, everyone in it is going to be heading there in one way or another. This doesn't mean players won't experience combat in other areas, it just means that the main room will always be thought of, at least subconsciously, as each player's destination. This is good for the main room but bad for everywhere else. To keep side rooms and hallways purposeful, they should never be too far away from the action or poorly supplied with weapons or armor. The first part of that is especially important, because if a room is too far away, the player will most likely ignore it and head to the "fun" no matter what kind of items are in there. This problem, on a much smaller scale, is what I think is frustrating me about your floorplan.
pat howard wrote:Things are too spread out here. The gaps between rooms are unnecessarily long.
I didn't fully realize it, but I was definitely experiencing the results of the flaws above even back when I suggested cutting out some of your hallways and "stacking" the rooms together instead. Admittedly, I can't find another way to go about fixing this. Obviously you don't want to try decreasing the significance of the main room. The side rooms all have great gameplay and I love hanging around in them whenever I find bots in there, but most of the time I just feel really frustrated because of how far from the action I am. I can't tell you how many times I've skipped over items I
knew were available simply b/c I was thinking about the frags I'd be missing out on if I took the time to go for them.
Whether you take my advice or you find a totally different way to go about it, I'd at least release a test floorplan that attempts to refine the side rooms and hallways. I'd love to discuss it and see how the map would play as a result. It wouldn't take too much time considering this
is still an alpha. If you'd rather not, I guess I'll just shut up and move on to the item placement. Sorry if my feedback has been a little harsh lately, but that's kind of what alphas are for

.
Later,
-pat