The template texture set already gives the map a very interesting surreal feeling, and the lighting pretty much there, cool!
The layout is very clever and intricate, and I am sure it has huge potential. I cannot put the finger on it, but somehow it does not work yet, maybe it's the large size of the map, maybe it's the bots that massively congregate around the Haste, making the rest of the map sorta redundant. The arenas are interesting, but you rarely actually get into real fights there.
Some suggestions:
- IMO, the AP used to slam you into the floating haste is not such a good gimmick. 1. The bots don't get it, literally. They never use the AP. 2nd, and this is even worse the bots constantly try to grab the Haste by going up the ramps. This is probably the main reason the bots' logic in this map is messed up. Most bots seem to have a high priority to get the Haste but simply cannot. I'd suggest deleting the AP, and to place the Haste on the floor instead.
- The map is rather large, IMO, 4 bots are not enough, even with 6 bots (I added Hunter and Daemia), the map still was empty most of the time. But this is probably due to the previous issue. Presently there are no real battles between the player and the bots, in most areas of the map. Hope this can be fixed.
- The TP destination, way above one arena, forcing a player drop on exit, which is - sorry to say this - really annoying, and IMO, useless. I'd suggest either a better destination, or delete the TP completely.
- Near the Haste you have a JP leading up to a platform with only some ammo up there. Some extra health, IMO, would help. Plus, I'd use the red respawn niche in the wall, and connect it via ramps to the arena you can see through the window. On can jump out of the window, but it still feels like a useless dead end up there, IMO.
- The two APs that catapult you to the upper RL, would be a bit more "logical" if they were angled (rotation round z-axis), by about 30-45°. It's weird to expect a forward push, but get thrown sideways this strongly.
- Since the upper RL (2 APs) is also a dead end platform, it might be better to put the RG here, and place the RL elsewhere. I am not really sure about your 2 AP here... IMO, it might be more fun to have one AP on each side of the arena, one near the and the other one on the RL platform, on different sided.
- The bots seem to hate the water you placed the MedKit in. They never seem to go for it... strange.
- Did you place a MH or a RA in the map? IMO, those would be better than the Medkit and Haste. Though personally I am a Quad fan
. But since the map is larger a Haste should be OK, but please think about MH and RA.
- You may want to place the JP destinations about 8u higher, for a bit of extra "fun bounce", and something seems to be wrong with the JP destination near the RG, the bots have trouble reaching the upper area.
- As you are probably quite aware the RL is a primary focus for the bots, you tried to spread that out by adding two RLs. I think before anything can be said about the overall weapon placement the issue with the floating Haste has to be fixed. Hopefully that is indeed the issue. You are running the aas compile with -optimize, right?
Hope that helps... as mentioned, interesting layout, that may need some tweaking to make it really good. Obviously, there is a learning process here, I am still trying to understand the map layout.
BTW: I am desperately looking for good pipe textures (color coded), and noticed your q3dmp11 has such textures. Would it be OK for me to use your main yellow texture and possibly the red/blue tube textures?
P.S. Comments related to your first upload, looking at then 2nd upload now.