Amazing map... looking at it you ask yourself, why has no one ever done it before. Very detailed tech style that reminds me of Star Wars in a few areas, and the whole sky rocket platform of AEon Flux. The skybox works *really* well with the whole theme.
This is pretty much the first time I got extremely slaughtered by the bots, not because they were that skilled, but because I constantly was looking at the many interesting details in the map. I love those "rooms" you placed behind the fans, all the cables, fans, grates, generators...
Question: When you use the "RL-AP-JP" you
hear wind sounds when you fly to the YA, is this new? Never noticed this in any map before, if it is not.
Update: You actually trigger the sound *on* the player, and have it timed for the flight time... very very cool!
Bots: The bots never seem to use the med level TP in the floor (maybe add a floating 5H here to "trick" them to use it), they also avoid the RL-AP-JP, possibly because there is nothing *in* the air for them to pick up?
Weapons:
- I kinda miss the RG as a "default" accessible weapon. As you say the secret will normally not let someone live long enough to activate it in the first place.
- The LG, IMO, is not really that useful due to it's limited range - standing up at the YA you cannot get anyone near the LG or RL. Might be better to replace the LG with the PG.
- Though two weapons RL and LG so close together, hmmm... don't have a better idea, alas.
- I miss a weapon up where the YA is.
- Since there are so few weapons, the MG suddenly becomes a *very* important long-range weapon. You placed MG ammo in several areas, maybe that could be expanded on, i.e. add a few more boxes in the other remaining areas as well? Update: You placed enough MG ammo, the bots kept picking it up, therefore I overlooked it.
Cushion fall: I had the feeling you die *very* quickly in this map, it might be good to add a few "cushioned areas", to reduce the health drain a bit, due to all the vertical action. E.g. up where the YA is, to cushion the RL-AP-JP fall, and possibly also for the jumps from the YA down to the SG.
RL-AP-JP: Maybe place the MH up in the sky, to motivate the player and the bots more to actually take that JP, and put a 50H were the MH presently is. Since you die so quickly in this map, extra health should not hurt the game, IMO.
Sparklies: The Q3 billboard bobbing thingy shows quite a few sparklie edges, not sure this actually can be fixed though.
Update: Checked your .map source, this is tricky.
Secret: Kinda fun, but "wastes" triangles in several areas that normally will not be played "at all". I am wondering if either you might want to release two maps, one with the secret and one with lower r_speeds without those areas. I also wondered if the secret area under the main platforms could not be used to expand the playing field, probably not, too cramped down there.
Did you reduce the friction on the pipe with the LG? You seem to grind along there, kinda cool.
Update: You used the common/slick shader for this, neat!
Did not check the .map file... but less stuff "under" the map (i.e. under SG) should/could be visible? Hinting is quite unforgiving in space maps, so you may already have tried everything possible.
Update: One might be able to improve hinting a bit, see by post below, but as you said not by much.
To me this map screams to be played in instagib for optimal fun
Just some thoughts...