face3face (my score: 3/10) Nice design, well built, sense of scale, attention to detail. But very hard to move around, there is no space to move. Getting stuck a lot and unable to strafe jump. Confusing with the identical rooms.
Suggestions: Too bright. Make the areas different, make more room for moving. Some more open areas.
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One weapon each and 6 ammo packs for each, 5 RA, 1 MH, 1BFG and 4 extra cell packs hidden 1 power suit, 1 backpack, and 1 RA for each player's spawn
Decently looking small map with some nice ideas and hidden rooms. Brushwork in Id quality or lower, good choice o textures and alignment, symmetrical layout with some twists on the central area, and all the weapons except the BFG on the areas on the sides, corridors and rooms are a bit tight, decent lighting, though a bit, just a bit bland due to the lack of detailed brushwork on walls, balance between vertical and horizontal combats, symmetrical placement of items, in good quantities except overload of ammo for all weapons. No sounds seem to be placed.
Liked this map, has a feeling of both Quake and Quake 2, with some unique ideas and several hidden areas. It relies on the use of an introduction to the players, done in some unique way. Gameplay seems to be very fast paced and chaotic due to the limited room to move. The problem comes from, given the type of combat it provides, the chance of getting the items at the introduction isn't one hundred percent, leading to some disadvantages and the player waiting for them to respawn, as those items are almost impossible to get later (maybe with a good rocket jump). Like a lot the use of hidden areas, so this one gets a few more points from me because of that. In this case they aren't any special compared to those used in many singleplayer maps but are good nonetheless, well placed and with adequate rewards.
- Add another way to get from the central area to the areas on the side. - Make the areas half a time wider for better navigation. - Add some more detail in brushwork, and to add some shadows, some in-outs would be enough. As the map is compact and a bit tight, it won't affect r_speeds in a noticeable way no matter how you do it. - Try to add some ways to make small changes to the symmetry, and if your idea wasn't to make a chaotic map, give a different feeling to each area on the side. Even an small change would be enough. - Make those light textures cast some more light, to help the lighting on to add some visual variations by themselves.
Last Edit: Apr 13, 2015 6:57:53 GMT -5 by cocerello
Thanks so much for the comments (the Iron Rose and this one)!!! I have been thinkin about some SP maps (have started a bunch of them before, but never got to finish any).
I had a pretty good idea tho, we should all get together and make a SP Mission Pack, something like "Quake 2 SpecOps" or something like that. Each of us makes a single player mission (say 2, 3 maps tops) independent from those of the rest. In the end we get them all together and make the mission pack. There should be some minimal guidelines regarding, say, player spawning points, etc, but aside from that every mapper makes his own missions. I didn't suggest it before because it may still be too soon, I'm guessing we may have to learn a bit more before getting into SP maps, but the idea is there, so tell me what you think.
By the way, the last maps I made are way less "goodier" than those I submitted for the Contest (I had to make 32-unit thick floors just to support all the weight from the ammo :-P)
One more thing, I have a map clear for takeoff, so I was wondering how and where I should upload it...