Glad to see this map getting finalized! Awesome work Fishy! The gameplay is superb. Before I begin though, with all due respect Fishy, I'm just telling you what I think about the map, not telling you how to map :biggrin: . I know you have more experience in this than I do, so I won't bore you; here we go! :
I'll admit, the outside seems a bit too open, perhaps some pillars outside the door to run around would sponsor some turret defenses to take out enemies looking to waltz right through the front and without being taken out from across the map.
I believe that the capture rooms look and feel fine, but because they are so cramped, it is very easy to get caught-up on the models and things. I believe it wouldn't hurt if you built player clip brushes to cover the odd collision models of all that detail, and make the journey of a rushing scout in there a lot more enjoyable, instead of getting caught up on a console, and getting killed by that last desperate rocket from the soldier chasing you.
The lighting indoors is fine, I really didn't take the time to analyze it that much, but it is the outdoors that caught me off guard. Did you use some filler lights around the ground outside?, because the darkness of the sky seems SOO out of place compared to the lighting on the ground. I think it would be much more dramatic if you lowered the environmental light just that much more, to make those areas with direct light stand out more. (you could also afford to make them a little more interesting). Honestly, when I went outside for the first time, I thought I was in a large cave installation, and after looking up at the sky I still didn't feel convinced. I felt like I was located in a big black box.
The night sky lacks any kind of detail. Besides it being too black, it was just emitting too much light to convince me it was some time of night, or whether I was on earth or not :razz: .
One more gameplay issue: The importance of the intelligence "flags" are nonexistent. Their placement seems like an afterthought. I assume that if an engineer wanted to, he could build a turret right in front of that console it sits on and you would never be able to rush in there to take it unless that turret was destroyed. You couldn't formulate any kind of plan. But beyond that, it's easy to miss. I think you need to place it on the floor or on some kind of table. Does the fact that its a briefcase and not a flag mean anything to you? Work with what Valve has given you; play with the setting/story a bit more. To sit back and call it a "2fort type map" is just settling for less. If you built a vault off of that room and put the briefcase in there, that would signify obviously its importance in this "world" You obviously have some kind of setting here, Don't just give up on it in some places. the outside with its dark theme should carry on inside. Add some dark corners, or empty spaces filled with cobwebs. I will say this: The map is top-notch and most of what I just stated is a bit nit-picky; The theme indoors is a bit generic, and that's ok IMO, I just think you could do more with it.
Final thoughts:
- Outside needs to be darker to contrast with the lighted areas (add more obvious spotlights along the road)
- Make the briefcase a little more obvious
- Make the capture room easier to move through
Once again Fishy, thanks for listening, I didn't mean to insult you, I just hope you understand where I'm coming from. :smile: