I might have another beta to distribute this evening. Depends on how much I get done. *wink*
This map was originally designed for CTF (hence the lava/water) sides of the map. The stairs/ramp with the "block" in the middle was going to be the home for the blue flag; not sure what I'll put there now....
Anyway, thanks again for the comments and keep'em coming. I will post the beta link ASAP.
Well boys and girls, RQMDM5 is not doing so well as a DM map.
While, perhaps, the size and architecture is unique (if not impressive in some instances), it feels to me as thought RQMDM5 just lacks flow.
As I see it, there are 4 central areas of the map:
1) Central arena 2) The indoor waterpool 3) The large, open lava area 4) The smaller, lava tank area
Unfortunately, the visual complexity of these areas demands a complete separation from other areas to help keep VIS under control. Thus, there are numerous hallways connecting the different areas. In recent bot sessions, it is quite possible to spend all time on one large area without ever needing to visit the other areas. At least with RQMDM3, there is a definite flow between portions of the map despite its size.
Another drawback to gameflow is my reliance on lifts to move from the lower level to the upper level. With the CTF-hook, this problem is diminished. And since the map was originally designed as a CTF map, I feel perhaps RQMDM5 viability as a deathmatch map is severely limited.
I guess the real question is, who is ever going to play a map with at least 23 deathmatch spawnpoints? The map obviously supports up to 64 (can anyone say 3 railguns?). I just can't help but think perhaps I've built myself right out of a viable map.
Maybe the best bet is to stick with the original CTF design?
Oh well.... just venting. If you have the pre-beta test, give it a spin with some gladiator bots and share your thoughts regarding gameflow and enjoyment factor.
i just had a run around in there with the bots and...
-layout/connectivity, the layout of the level is massive , when i say that ..it would sport a good 20+ players it does suffer for a smaller amount of players , even with 8 bots i still found it hard to find one quickly after respawning which would making it slower gameplay. i loved the map for its easy to get around if your good with rocket jumps , i found i could get from the bottom of the map to the top in seconds aposed to a minute if u went the long way. i did find me having hunt around a bit trying to find my frags ;D as you said previous to this , the rooms with traps etc . they lead you away from the action too often imo. i really dont see a way to make a central area in this map with there being so many rooms.
maybe a little more clipping on the door arche's and some walls, i slowed be down a bit when running into them going around corner's ,
-the weapon and health layout is good , it has plenty of health armor and weapons to keep you going
-the lighting , as someone said before maybe the outdoor area's need to be a little darker to fit with the sky env , or even better maybe have it brighter! but with a white glow from the moon ? to cast some shadows on its surroundings , the indoor parts of the level seemed fine with the light's as such.
the texture work and architecture was very well done , you made the textures help do the work for you while adding lots of detail in your brushes , r_speeds wise it was high in some area's , but with not many people in the map it wouldnt make a difference in reguards to that.
all in all imo the level has had great amounts of time and sweat put into it.. but is just too big for my likings if the layout was changed with ridding the map of some of its rooms i think it would make a good ctf map through , so if your willing to stick to that idea then i say go with it..in my opinion.
dont hate me for saying the above things ;D
Last Edit: Jul 23, 2004 23:56:36 GMT -5 by Derimok