My computer might run worse than your cause of so many reasons, im not lying when im telling you that i cant play detailed levels or cause of framerate drop.
I created this map for my friend ICHI cause he wanted a maze map but with somekind of more to it, So i did!
reaper47, thanks for an constructive critism, but ive done all kinds of layouts
Ive created 20 maps for hl1 that have all kinds of layouts and gameplay.
I won the 2nd price in hotdeathdiner christmas mapping contest once, that might tell you im not some "KillBoX Mapper"
I create levels for the fun of it, i dont take it as serious as some others.
Im not blaming others for my errors, its just that ive posted alot of errors and noone knows why and have never had those errors before, its then when i say GOD this hl2 engine is so fragile!
I don't know the "back-story" of that and I don't intend to do any research on it.
I think my last comment abou the symmetrical layout still fits. I think what's most difficult about building a half-way balanced map is building one that doesn't follow a mirrored layout and is set into a more lively theme. Try that out with your next map.
I may be one of those critics Reaper but I have my reasons. Frissi has shown little or no incentive to improve beyond a mapper of say, 6 months experience in his creativity. Every time he begins a map beyond that it crashes, either due to his inability to fix its error, or because his sources keep telling him bad info.
Anyway, Snarkpit has given him many chances to improve himself. Its not necessary that he do so but he cannot keep blaming others when his maps fail. AND he always does.
He eventually goes back to his stupid friends who tell him how well he is doing...
On medium settings your computer should be able to handle typical HL2DM detail quite well, so don't take that as an excuse for simpler architecture. I actually have a similar system and play on high detail smoothly on most maps. It's not so much about how many blocks there are it's about where they are, how they are arranged, textured, lit ect.
Try to start with a theme and a bigger, less symmetrical gameplay area for your next map. That maze is just a maze. I think it's unfair to mention Pac-Man here because this map seems to be quite tidily crafted, but try to think of scenes like the control room in lockdown, the RPG point in overwatch. These maps have so many different ways to move in an out of an area that it creates an almost unlimited amount of strategies. A maze will always stay a maze. You either run in circles or get killd by someone watching you run through it from an RPG tower. That gets old after a while.
Don't let that critic get you down, though, there surely is some talent.