fedm1 (my score: 6/10) Well built map. Looks good, high quality. The theme could be stronger. Also the case with areas of the map, they could use stronger themes/character as well to help pin-point where you are. Nice lighting happening in bottom area with the toxic green slime, the white interior lighting and the yellow environment lighting. But I feel lighting can be better, I get a sense of full bright.
Suggestions: Make for a stronger theme and sub-themes. Improve lighting, make for different lighting in areas; bottom, side rooms and so on. Remove some of the awkward design with elevators going up to where there is a hole in the ground. Remove or adjust placement of ladders, especially those mounted on the side. Make more room for navigation in bottom toxic area.
1 weapon of each type except BFG, plus one SG, 2x MG and one RL ammo spread all over the map for each weapon MH, Quad, RA, yA, 2x GA, armor shards 7x health packs, 3x large health packs, small health packs
Haha, Fifth, you really love DM-Deck, it is the second time you do a remake or based of it as far as i know, being the first the DM and SP one for Quake.
Small to medium sized compact base themed map. ''Cubish'' Quake 2 style brushwork with plenty of angles, good use and choice of well aligned textures, that even though they are a bit repetitive, blend better than expected due to the scale on the height mainly. The layout consists on four floor joined in vertical by elevators and 2 ladders, with only one stair, that revolve around a single room. Lighting is very good and varied, with the only drawback that was pointed one month ago about the ceiling in the central room being too bright for the lights there are around there. Combats give options, both horizontally and vertically. Item placement is good and one can see some reasoning behind each placement, ammo is spread all over the map. Looks to be geared towards 6-12 players. No sounds seem to have been added.
It is a good solid map, has lots of options for moving and choices, an epic scale in some parts, balanced gameplay, places to jump at, like the MH, the yA or the slugs near the HB, an hilarious in the good way placement of a spawn in the one near the MH, a good use of stairs, a coherent use of a theme, but lacks a bit in giving enough character to each room, in giving each room a name, not the laboratory or the engine room, but a name that defines it by what it is instead of what item it holds.
- Lower the brightness on the lights on the uppermost part of the central area. - Add some supports for the bridges, at least for the biggest ones, as they currently are supported by air. - Add some more places to go down between the floors to add more gameplay. Theres lots of potential at that, for adding new routes and also ambushes. - Change the yA and RA placement, or maybe the RA with the GA at the top, or with the MH, so the Quad isn't nearby the most powerful armor. - Add some details on the floor. - Add one characteristic detail in some rooms, that would give them more character. - Tweak the ladder on the uppermost area a bit, so it isn't used sideways. - Add a hidden area or a part that moves.
Last Edit: Apr 13, 2015 10:21:11 GMT -5 by cocerello