mnhdmhighone (my score: 2/10) Weird theme, just shapes, bad lighting... visually not good. But I see potential in this map.
Suggestions: Too dark. Turn it into a parking garage. Have each floor with a unique number/coloring of its pillars; showing what floor you are on. Have the lowest floor being semi-flooded (swimming gameplay sucks). So maybe if needed, just a pocket or the floor beneath being completely flooded. Have the highest floor with the sky above and the floor beneath with openings on the sides out to the sky. The entry floor and below to have closed walls. So.. parking garage. Go go!
Overall, its a basic map with barely any polishment: nothing outrageously bad but nothing special. Basic brushwork, OK layout thanks to the elevator, misaligned textures. Lighting is darker than ID maps, even more in the 2nd and 3rd floors. ''OKish'' gameplay, scarce number of items for the amount of room there is to move, and room for improvement on their placement and choice. Found no sounds.
The map could give some decent combats as it is, but with some improvements can give good combats for some minutes. Liked the placement of the RG and the flooded floor as an option and not enforced to the player. Visually, looks like a dark Wolfenstein 3d map. The action revolves around the highest loor, with the third as a transition between the places where one gets the weapons and as a place to use them.
Macanah said that this was meant for 12+ players, but i can't see how can be done, given the small amount of weapons provided, so my suposition is that he plays with weapons stay option ON, if not this map's gameplay would be over who can get a weapon first, to kill poor blaster users.
- Make the map brighter, or at least, make that in some parts it is, if you want to keep the map dark overall. Would be a good idea to make those brighter areas the places where the MG and RL's are, so anyone can see who's getting those weapons and hunt him down. - Change the placement of items, and add some more. The yA in the first floor for a RA, the adrenaline afar from the RL. But overall, place the worse weapons in a place were they have the advantage or the better where the have less advantage: the SSG in a place surrounded by cover, the HB in an open area surrounded by cover, so there is less room for the enemy to move and evade the shots, the RG in a place more open but with cover afar so their opponents can get cover and harras the RG and the MG in a more open place. More rewards for those that venture on the flooded floor would be better too. - I have seen from your previous maps that you don't like to make more than simple brushwork and lighting. There is ways to make more advanced brushwork with a lot less effort: make setpieces. Take for example my first map. The place where you begin is made of three setpieces with lights grouped, that get repeated several times, so i had only to work to make each one and the rest was just copy and paste. To avoid being repetitive, i rotated them. Then used them again with small variations on the upper part. Saved me a lot of time. This is also good for keeping your map coherent and cohesive and give it a stronger theme. - Give more character to each room, so they are remembered for more than the items placed: make them so they can be remembered easily. It can be with a change of textures, brushwork or lighting, or a unique gimmick. Imagination is the limit.
Last Edit: Apr 13, 2015 5:31:24 GMT -5 by cocerello