It's been a very long time since I was here last time with something to post
Cuz I wasn't mapping for very long time I want to show this new thing, it's alpha wersion and the package contains .bsp and .aas files only. It has no name right now, it's Fall01 and very wip .
Anyway, I want it to be FFA level and... it's all I can say by now
Just need some comments about layout, item placement, your feelings etc.
This early, it's a bit difficult to say, but here go a few ideas:
Interesting layout, the RG TP transporting you to the top level with the YA is a good path and fun to take.
Weapon and item placement seem to work quite well already, same is true for health.
The grates you added near the RA are supposed to help the player on the upper level check for the RA right? Presently the brushes are too "high" and close together, you cannot see the RA from above. Some more transparent grate texture might be better.
The corridors are quite "angly", i.e. 90° angles all over. Rounding off many of the corners (patches), or simply using 45° cuts should help make the gameflow a bit smoother.
Next time please, place the files in a pk3 to let us properly test the map, plus add a levelshot and an arena file defining the bots you'd prefer to play the map. I added Anarki, Daemia and Doom on Hardcore, and that worked rather well.
You might "slope" your JPs to make it clearer they do catapult you up, but at an angle.
I like your blue sky... finally a "happy" sky of doom
So, here's new version - http://dade.ayz.pl/q3/fall01.pk3
Some small changes were done - "new floor" in room with RG, from previous post - some 45° corners, sloped JPs, some even smaller changes in RA area (well, I just want to keep it possible, to shoot from upper level to the lower, so I'll figure this out later while making it all look better).
Your .arena file's bots line does not work properly, instead of bots Doom, Keel, Anarki, it should read:
bots "Doom Keel Anarki"
The textures/gothic_floor/metalbridge02d.TGA texture/shader is missing for vQ3.
Angled JPs, and the 45° corners definately help, so does the 90° rotated grate letting the player see the RA from above.
The pit of death under your "path" to the RG JP is an interesting idea. You might want to move the TP into a niche in the corner, to not actually completely block the path on the RG ledges down there?
The idea of placing the YA, behind the RG TP destination is clever, because you thus will miss the YA by default. Though this TP destination location, lets a player "camp" behind it. This way you can wait for the opponent in relative safety, and simply rail'em on exit. This area may need to be rethought, or the TP destination placed differently?
Next to the 2nd TP (1st TP is the RG one), there is a JP that catapults you into the wall on the ledge above, some tweaking of the JP destination entity should place the player on that path ledge not clobber him into the wall, IMO.
Just as a thought: I am not really sure you need your 2nd TP... but I may not fully undestand the more "refined" gameplay this TP allows.
Over all I like the pathing of your map, feels "comfy". Some of the paths may still use some refining, though I cannot actually point out how this may be done alas.