1. Ah, I didn't realise that func_walls could also be a hinderance. I'll look into:
a) Seperating some large func_walls (i.e. lots of far-apart brushes being one entity) into individual ones, and
b) Having more world brushes
2. I know about the ladder jumping...the point of it is partially so that you can run straight along without worrying, but I may just lower all of them to running height.
3. I know, but since the tunnels ARE long corridors, it seems better to have something that will react realistically when shot.
4. Sorted! The map that is now being re-worked has had many, many small lights (similar to the ones in the de_dust tunnels) that give off very little light but are great as navigation tools. As a result, there is still a good reason to get NV, but you can manage without it. The lights are high enough to prevent silouhettage.
5. This is something that I had hoped would encourage teamwork. The CTs have to work coherently, with two sub-teams - one to secure bomb site A, and one to secure bomb site B, as soon as the bomb is planted. While this divides manpower, it also ensures that both sites are reached in time (you can do it if you plan), whereas if everyone rushes for one they'll never make it to the other. Haven't had a sewer fight yet, I want to see the effect
6. I also wanted the underground bomb site to be as HUGE as possible without getting ridiculous. It was what I was aiming for, to be honest...
Thanks for the feedback, I need it :smile: I'm going to attempt to rockify the rock texture as well. Oh, and about the HL textures, the only ones really there are:
a) In the caverns - this is because I need a "technical stuff" feel that is unnatural to the surroundings, and the HL textures give this contrast well
b) In the sewers, where they need to feel very damp and concrete-y, which I felt the HL textures also supplied
c) at the terrorist start point, which is meant to give the same sort of contrast as the underground cavern (i.e. new tech built into old stone)
d) The SAM site - same thing
In any case, no CS textures I know of really fitted it as well as the HL textures, although you'll be happy to know I haven't touched the xeno wad
I'll repost once HLAtlas is back up and v1.2 is finished.