Don't know where to post this, but
Well you deserve much credit for trying the water above and zones among other things.
The main thing is there needs to be more ways to go up, like another stairway and maybe some jumpspot.
The flickering lights got to go, and the fog-smoke, I think the brightness should be toned down just a tad (total map brightness in level properties try .75 ) . All of those are not good for DM playing. Still a pretty good job on what you set out to do, and that BSP problem made me have to hit alt cntrl del.
I looked in the editor but can't find where I was.
For the smoke (water splash-mist) to be good here is find some small areas and use some small puffs. In that way it will still add to the looks but not in the way.
I don't think I can check out all the maps before voting ends, not sure how much time is left.
fix er up !
Pasted from his thread.
1 to 10 about a 6.5 or below.
CTF Hellscape. I am not a good authority on CTF gameplay. The main thing is it's a little too dark, and took me 5 minutes to find the red flag. What had me psyched out, is the flags are side by side and not line of sight but not enough light to show the 3D dimension of the full map to know where to go.
Map has the "Unreal" feel and look, using the lava I think is a good plan for an extra challenge,
All I can say and be honest is a 4.5 , score from 1 to 10.
You must download the full package to get all the files, the 1.1 upgrade still didn't have the tree file. Not sure if I ever deleted it or not, but I should have had a stock CUT install
Says missing ChaosTrees, I do have UT GOTY , so where the hell is it. ?
I might have accidentally deleted it, but it should be there if it's a stock file.
This map needs my new pawns that don't shoot each other.
No complaints here looks good, has an exciting gameplay (a little on the spamy side but OK)
So far the best map, and not because I play MH more these days.
I think a tad less health, maybe swipe away a few of the doubled up med boxes to one box.
I ran past the shield belt till like 2/3 map progress, but no fix on that
score 7 or more out of 10, mainly because of some spots were extra spammy compared to other areas not enough enemies.
HOWEVER, I need to play this without bots for a better idea and to find the secrets and things.
Not bad, but what ends up happening is the fighting eventually is all done in the room with the shieldbelt.
I think I would have chopped off the extra rooms leading to the warp zones, too much area that spread out the fighting but gravitates to that center room all the time. (also depending on how many players or bots)
It's all pretty good ok, but will stick with a 5 score, not broken, not bad, but kind of average - ish.
I think you don't need to have weapons against walls as much, put a few in paths you just walk through to increase the action fighting.
It NEEDS to be a map for an SP or MH game, like one of those weird places you get sent to through a warp zone in the storyline.
I did find some of the things, but being a DM with no monsters, or no exit, or no goal to look for an exit kind of ruins it.
For DM a little too big and to include stairs that you have to run up and down covering up other rooms or play areas ruins the flow.
All I can tell you is I kept wanting something to happen to me and started looking for an exit like a SP or MH map. ie more interactive with or against the player.
Like I thought for sure busting up all those statues would do something only to find out all that happens is they re-spawn.
The lighting is ok except when you want to see the stairs, I believe those stairwells should all be lit to show "3D" so you can discern the way out, or where you came from or need to go.
I guess I rate it above 5, like a 6 out of 10, but I will need to read the things you did to fully appreciate he map.
Excellent DM map, the only thing I can think of as a determent for "DM" is that the two areas have a disconnect. So you sort of have two separate places of fighting going on. (not a huge deal, even less, with Human players, but you still could be chasing each other on a 1on1)
Maybe make that back wall behind the invisibility a warpzone, to get back up top, and or use a ramp (or stairs) instead for the short lift down.
There is spots like maybe different textures for pillars , but all in all it's a well done map with DM in mind.
Tossing in the effect instead of just falling off the map pretty good thinking on that feature.
giving it an 8.5 out of 10
Nice mapping, but it is impractical for DM, clearly sunspire in mind.
It's just too convoluted, be better if there was a way to keep the center and remove most of the hallways but still be able to look over the edge at the center and larger windows to peg people.
Going for a 4.5 out of ten, more the map, not your skills.
Since I rarely played DOM, but it seemed to all fit.
The main hindrance is the lighting, make use of all those corners to make it feel you are IN that place. I would like to see where I am going in comparison to where I was. Sort of like better 3D from better lighting and some landmarks along the way, like a deco or a loose brick tossed in.
Seems good, 7 of 10
Pretty cool stuff in there, but the main thing was, all I had to do was just run across, whereas there is usually 3 routes to out trick the other players, for CTF. I am kind of thinking some kind of spiral effect of hallways around the outside somehow as the two alternative paths. And block the upper open middle, make 2 center paths to flag, keep the holes uptop.
LoL, just thinking out loud
I score 5, AS-IN being neutral, because I never played CTF even in Quake 1 days.
As for the effects and things it didn't bog down that bad, the main area was the bottom it seemed.
____________________________________Nice job everyone
, every map really does have a complete different feel or looks or ideas.