First of all I want to commend you on a well-made and interesting map. If I were to compare this map to anything I have seen before, I would have to compare it to the mapping styles of fKd mixed with those of ShadoW (more specifically
q3dmp14 with
q3shw22). I really enjoy when mappers are able to put so much complex detail in a map using such basic brushes.
Several aspects of this map are really interesting and appealing. There are some things, though, that detract from the aesthetic effect of the theme of this map. Some small parts are slightly bland due to the monotony of the textures that were used. The textures that were used were great, but sometimes they were overused in certain areas.
Here's an example of a bland area:
http://i787.photobucket.com/albums/yy15 ... 3hive1.jpg
This could be helped by adding trim to pieces of the pillars, or even changing the textures of some of them.
The other area of concern for me is the skybox. It's interesting, but I don't really like it. I think a portal sky would be much better for the map. A more dynamic sky would help remove the statical nature of the map as well as contribute to the atmosphere.
The item markers don't seem to be too various in the map. I don't think I would count the RL or RA markers as actual markers. The RL one seems just to be a cool marker for the center of the map, and the RA marker is simply a grate with a light underneath.
I also think that if there was ambient fog in the map it would help the atmosphere. It would also be helpful to make the lower part of the map (closer to the void) less visible as if it fades to darkness. This effect could also be aided by fog.
I also think the layout could be changed a bit to make it less unbalanced. At the moment, one can get the MH, RL, RA and YA in about 5 seconds. That's complete and utter control of the map. I need more time to consider alternate layouts that could be used in this map. I will post again when I have ideas on how it could be balanced. So, I will likely post against by the end of tomorrow if not tonight.
Good luck with any changes you make.
Edit with layout suggestions:
I am going to suggest some radical changes to the layout.
The way the layout is currently arranged, it is far too easy to obtain Red Armor and Mega Health. So, in the interest of spreading everything on a fairly small layout, I decided to take some inspiration from House of Decay on Quake Live. Here are the changes I am suggesting (note: I do not expect all of these, if any, suggestions to be enacted; I am simply suggesting a fresh layout hoping that it will help you think about some of the game play in your map):
- Remove the Mega Health and replace it with a Yellow Armor.
- Remove the 50 Health under the Grenade Launcher and replace it with a Yellow Armor.
- Remove the Red Armor from the map and replace it with a Railgun.
- Remove the Railgun and replace it with a Mega Health.
- Remove the 4 shards above where the Mega Health was originally located and change them to 5 +5 Health Bubbles (1 on each tile as opposed to 4 spread over 5 tiles).
- Remove the 4 +5 Health Bubbles on the top level platforms overlooking the double jump pad platform (where the Railgun was originally located) and replace them with armor shards.
- Add a +25 Health Bubble to the vicinity of the upper level teleporter (in front of it so that when a player uses the lower level teleporter he or she gets it upon exiting the teleporter).
The following suggestions are less radical, and I think it is important that they are implemented similarly to even out the distribution of ammunition:
- Remove the Rocket Launcher Ammunition near the Shotgun and replace it with Plasma Gun Cells.
- Remove the Plasma Gun Cells and the Rocket Launcher Ammunition near the Plasma Gun and replace it with Shotgun Shells and Grenade Launcher Ammunition.
- Remove the Shotgun Shells, Machine Gun Bullets and Grenade Launcher Ammunition from near the Yellow Armor close to the Grenade Launcher and add Railgun Bolts to where the Shotgun Shells were located.
- Remove the Grenade Launcher ammunition from the platform opposite of the Grenade Launcher on the top level and replace it with Shotgun Shells. Then swap the locations of the Plasma Cells and the Shotgun Shells so they are on opposite sides of the map when compared to the weapons. (Cells closer to the shotgun, and Shells closer to the plasma gun opposite of the Grenade Launcher on the top level).
Hopefully you understand that these changes are simply to give you an example of how items can be distributed around the map. I'm sure there are other combinations that would work as adequately as the one I have suggested. My reasoning behind the changes:
Splitting the Red Armor into two more Yellow armors spreads the armor around the map, but the placement of the Yellow Armors makes it almost impossible for a player not to get two Yellow Armors at a time. If a player gets the Yellow Armor from where the Mega Health was placed or from where the Yellow Armor was originally placed in your layout, he or she can easily access the Yellow Armor placed where the +50 Health Bubble was originally located in your layout. This means that the value of the Red Armor is not gone, it is simply placed elsewhere. This also leaves a Yellow armor for the player who steals the Mega Health, however. How is this balanced? In order to get the Mega Health, a player must travel to the outskirts of the map. However, you should notice that the prominent weapons are located on the central area of the map. From the middle Yellow Armor (where the +50 Health Bubble was previously located in your layout), a player has a prime location to receive the Rocket Launcher, Railgun and Grenade Launcher. These weapons, contrasted with those on the outside of the map (Shotgun and Plasma Gun) are much more useful. Thus, I would have to say that the gameplay would be rather competitive and balanced. The weapons will be fought over just as much as the larger pick ups, and that just adds to the fun of the map.
If you notice, the values of health and armor in my layout compared to your layout have barely changed. There is a bit more armor in my layout than in yours, but there is just about an equal amount of health due to the +5 Health Bubbles near the Yellow Armor closest to the Shotgun. The reason why I am suggesting that you redistribute the ammunition in a way similar to the way I distributed it is because there is a
ton of ammunition in your map, and a lot of it isn't strategically placed (i.e. Grenade Launcher Ammunition near the Grenade Launcher, etc.). I am hoping you understand why how I went about the changes to the layout and that I was able to help you formulate a more balanced layout.
If you have any questions feel free to ask. With that said, I wish you luck in creating the final version of your map. It's a really nice map, and I enjoyed looking at it. Well done!
P.S. The pillars that move upward upon walking on them do not seem to move at exactly the same speed. Take another look at that and try to fix it.
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