--- Played the version for the contest, so i'll avoid talking about the lighting ---
10x SSG, MG, 2x CG, 2x GL, HB, ammo for all of them GA, 9x armor shards 15x health pack, 19x small health pack Quad damage
Medium to large sized base themed mainly indoors map. ''Cubish'' good brushwork, add lots of shadows, there isn't any advance constructions but it isn't simple, except maybe in indoors base's walls. Textures have been well chosen and used, except some misaligned ones here and there. Layout is mainly 2D in two floors of similar size, connected by two elevators, one windpad, and two teleporters, and several steps to drop down without harm, and with some nice items placed there. Lighting is dark, way darker than the other two Margaal's maps. Combats are almost all the time in corridor-like rooms and in outdoor rooms in 2D. Both floors are largely isolated from each other and barely any combat between them will happen. Items are spread all over the map and balanced, choice o weapons is planned instead of placing most or all of them and balancing them by change the map later. Looks to be geared for 12-18 players. Several sounds have been well chosen and placed, except one ... that raises high the player's urges to kill.
I want to kill, i want to kill, i want to kill those seagulls!!!!! On the off-topic side, this map is a good large map with plenty of places to go to. The indoor upper part is a mix of rooms in a building and corridors-like rooms, with some changes in height with stairs, and some jumps to lower areas of the second floor, but height changes are mainly in the outdoor areas. One SSG is placed on each spawn's places, and the rest well scattered through the map. The outdoor areas and lower floor are probably the best parts of the map, with more variety in looks and combats. The outdoor areas lack vertical cover, except the pillars, but have some nice horizontal cover, balancing the combats against the CGs and providing some fun for SSG combat. Quite neat and coherent idea the addition of the number of the floor, and to give it some sense of realism too. It's also a good break from the 2D layout the addition of steps with items between the floors. Good placement of the Quad. The addition of armor shards and small health packs on top of crates scattered around the map looks cool, but doesn't have use gameplay wise. Good idea the one on how one can get to one of the two GLs and CGs. Well done work on those floating objects that go up and down simulating moving water. and adding more beliabelity to its flotability. I found something with a light that hurts me on one of the outdoor areas, from the sound it makes i can only suppose that its a campfire made from a model.
- PLEASE!!! Let me kill those seagulls or kill them yourself!!! That sound repeating all the time i am at those areas can drive any man mad if heard enough. - Add another floor, even if small, like the simulated one where the CG is, and make a hole in one of the outdoor areas from where one can drop down to it. - Add one curve, to add variety to the map, and so that room stands out from the rest. - Use another texture for the walls, used as a mix with the other, or for details. Those indoor walls look a bit flat, even with the bricks out of the walls. - Fix the misaligned brushes. That i can remember, on the side of the floor on the second floor on the hole with the elevator. Also happens with several of the bricks that go out of the walls or on the side o brush below the Quad. - Add something in the middle of one of the outdoor areas, and only in one, that can work as vertical cover. - If that model you used can't be seen in some engines, it would be better to delete it completely.
EDIT: Quake 2 won't load those models, but base on those screenshots, i can say that you went overboard with the number of models.
Last Edit: Apr 13, 2015 5:38:39 GMT -5 by cocerello