It's too bad about the missing fog / effects textures on this map. And it did have some major connectivity / flow issues, for sure. But it's pretty, the brushwork is impressive, and the theme (minimal / fantasy) is very cool. I'd love to see the connectivity on this map fixed, and the lighting tuned just a bit.
SG, SSG, MG, CG, HB, RL, RG, no ammo of an type RA, Quad, silencer, 7x Armor shards, 4x small health packs, 1 large health pack
Quake 3's influenced void small map. Simple but effective brushwork with some original ideas like the structure were the RA and RG are, simple but well chosen and aligned textures that fit the theme well but seems that it is missing some that aren't in .wal format. Mainly ''corridorish'' with different heights levels layout with some opportunities for varying it by dropping to lower places. Very dark lighting and flat at it, even darker than the MG room in q2dm1, good placement of items, but very low quantity: no ammo of any type and barely any health packs, fast paced combat with some interesting spots. Seems to be for an small quantity of players (2-6). No sounds seem to have been placed.
Good looking fast paced map, one can see lots of influence from Quake 3 here, so it isn't exactly original, but its good. Liked the layout and new ideas here, and the opportunities to reach new places, and hinting that with the Quad in a good place. Theme is strong and small touchs and details are well done. Would probably need some details on the floor. The darkness is a big issue here, and looks almost pitch black, and it needs the brightness to be raised a lot. Good placement of the silencer.
- Get better lighting out there. It looked than apart from the skybox, the red and blue textures, there is no other source of light. you need some more. - Add some ammo, even if you want to have low ammo, this is too much, and blaster fights aren't very enjoable, even with this amount of health packs. The worst case is with the CG which is almost useless. Add one pack for each weapon if you want to keep the ammo low, placing the one for the RG far away. - The uppermost area can be reached with normal jumps. you could maybe want to clip it better, as i have seen it has some. - I would change the SG for a GL, probably. Or the RL where the MG is, the MG where the SG is, and the SSG where the RL is. But that's minor. - Add an item to the red structure near the RL, maybe another large health pack. - Would be better to change the red pyramid properties: instead of water would be better mist, as the water sound there doesn't sound right.