Thanks for the detailed information.OjitroC wrote: ↑Sat Mar 20, 2021 11:44 pm Yes, it's certainly a novel and fun map - nice overall concept - each part is well designed and executed creating distinct 'spaces'. Agree that it is an impressive first map.
As already noted, more thought needs to be given to navigation of the map by humans - the bots are basically fine as they just follow their paths but it's trickier for humans. So basically, think how someone totally unfamiliar with the map would find their way around - questions like how do I know which 'lift' takes me up to which team's base? - does the tunnel to the outside need to be 'hidden' (I found it by looking in the editor)? - even how do I know there is an 'outside' or flag bases in the 'spacecraft'?
Nitpicking - the borders in the skybox are rather visible.
It is sort of a puzzle. There is essentially a game within a game. The fake-flag game is entirely in the mountain. Notice how the pick-ups are arranged as if it is the whole game.
Though, as has been mentioned, the trick only works in the beginning. Once the player knows, he simply grabs some weapons and heads for the outside. But since both sides spawn in the mountain and take the same tunnels to the surface, there can be conflict before you even get into the main game area.
I have a home network set up for unreal. We have had up to 6 human players. I sprung this map on the kids without any instructions. My son-in-law was running around the tunnels trying to pick up the fake flags and realized that there was something wrong. The clincher was when the reports said that the flag was being taken (which he knew was impossible). He ordered a bot to capture the flag and then followed him and found a way out (quicker than I expected).
As for the skybox, it is really difficult to match it, especially from every possible viewpoint. I fussed over it a lot, but finally gave up on any sort of perfection. (There are actually 4 skyboxes.)