Sorry for not answering for two weeks, but ive had an hell at school and been sick aswell.
I also wanted to hear what everyone had to say before rolling out my plans.
First of all I would really like to thank everyone for the great feedback, as always snarkpit beats all the other
mapping sites by far when it comes to this. Again, thanks alot, I really appreciate it.
this will be a featured map on Dweebs.. its awesome.
Its always nice to hear that people like my work but if you dont mind I would like to have an explanation aswell, why it is awesome?
Whats dweebs?
Its architecture is great, but the attention to the small stuff is missing. The crate situation is... It leaves something to be desired. I love the textures on them, but, there are simply to many.
Yes, i do feel the same. however its difficult to add small stuff because of two reasons. First off, framerates. If i manage to optimize the map enough, ill definitly add more small stuff. Secondly, in source small stuff consist of models, an art that i do not know anything about, yet. Nice to hear that you like the textures on the crates though, I made them :wink: .
The map had connectivity out the butt, but, being mostly metal, there were no distinguishing landmarks. One could be in a constant state of "Being lost"
The gameplay tests actually suggests the opposite. Most of the players quickly understood the places different functions and gave them names such as "the shaft" very early on.
I realy like what you did with this map, very nice job on the design and detail. one complaint tho, the fps.
This is a very known issue, believe me. Thanks for the heads up anyways. Ill talk about optimizing later.
This might be what Orph was getting at, but you could really make the hallway look good by adding "trim" to the floor. So like next to the wall the floor is metal, and then in the middle of the path its carpet.
Ive had lots of similar feedback about this carpet, ill take your suggestion into consideration.
but anyway, i think this is a great map. the archtecture is detailed and i love the custom textures. i did notice some strange anomalies though
This is because there is too many reflective materials being rendered at the same time in the main area. I had the same problem in earlier alpha versions, but i thought i had fixed the problem for good. Seems like I didnt. Thanks alot for the heads up.
hey man, fantastic work. really lovely. reminds me a lot of Jedi Knight 2:Jedi Outcast. And that, from me, is a very big compliment. I consider JK2 to be the best SW game I've ever played. it doesn't run so well in places for me. One place in particular had a huge fps drop due to particles and dynamic lights. not sure where you're using dynamic lights, but you might want to check your point_spotlights to make sure they're not emitting dynamic lights. but anyway, i like a lot. Good work.
Thanks, what is you favourite part of the map then?
The dynamic lights come from the elevators. The particles is from the clouds beneath the map.
MisterBlister
This is very interesting... For some reason Americans mixes me up with "blister"
all the time. I even had a guy wanting me for his mod calling me blister, despite the fact that i said my name was misterbister.
I also thought it would be cool to have one of those vehichles descend onto the green lit landing pads down below, and then take back off randomly. I think that would rock.
I would also love to have flying vehicles in the map. However the problem is that i simply wont make anything brushbased and i dont know anything about modelling. This feature will probably not be implemented into the map, but i would love if i could, especially if the players could interact with the vehicles somehow.
Aight, off to my plans.
Optimization
Lots of effort will be put into optimizing the map. First off ill try out the skybox suggestion. Secondly ill remove some of the reflective materials aswell. Heres some specific examples of what i will change:
This particular area really gives me an headache. First off theres way more polygons than needed right here. Secondly the opening is made so that the engine is forced to render everything behind it from almost all angles in the open area. Ill add a wall here so that this wont happen. I think this will do alot for the FPS since theres so much being rendered without any need of it.
This whole building i completely retarded, pulling all of the resources away and being uggly at the same time. Ill probably remake it from the ground up.
In this area ill remove the opening.
Gameplay
One big thing that i noticed during gameplay, and ive had feedback about it aswell, is that the weapon placement simply doesnt work as intended. Players avoid some areas completely and some areas are far to rewarding. Im planning on making a total remake of this.
Instead of putting all the good stuff concentrated, ill spread them out. Ive been thinking about making "routes" for different types of players which they can take to get the weapons and equipment they like.
Im planning to add explodable barrels in the final version, simply because they are so much fun. Dangerous and unpredictable. What do you think about them?
The map also contains lots of areas where theres very poor gameplay because of the lack of cover and "small stuff". One of the greatest example of this is this:

Any suggestions on improvement?
Another area that totally lacks of small stuff is this one, how should i make it better without boxes?
Im very unsure about theese holes in the street. Do they really add as much as they take in performance? I made them because i thought it would be fun to shoot people out on the holes and watch them fall down and because i wanted the place to feel like a battleground. However this doesnt happen very much.. Whats your thoughts about them?
Again, i would like to that you all for the great feedback!