Okay a few things, but lemme first say that the map looks great, you
have some great basic archetecture, and I think you should run with
that. Placing too many detail props (I think anyways...) would draw
away from it's futureistic urban look.
You have a great gameplay overall, verticle gameplay is somethign of a
rareity these days, and it blends well. Id just have to say that maybe
you should unify certain areas with lighting. By that I mean the
certain levels of height the player is at should have a "color" to
their own, so when the player looks around he can say "ohh im on level
x because im in the y color area".
A thing to note is that in the rocket room you can swim under,
chuck a nade up to where the rocket is and have it blown to you, thus
kinda defeating the purpose of having a maze of air vents to crawl
through. Its not really a big deal, but I can tell you that people will
be doing that when they play your map (a func_vclip_physics should solve
this).
While we're on the topic of the rocket, lets just have a quick chat
about the trap. I like it, seldom do I see traps anymore in maps, and
this is a healthy one. The problem is I see is that theres no visual
queue for the person throwing the switch to turn on the electricity.
And with no visual queue how can the switch thrower know if anyones
down there? I mean it takes a split second for you to throw the switch,
which is enough time to take a nade or cross bow bolt to the face. Is
it really worth throwing if you dont know if someones there? You can
solve this one of few ways:
-give the switch thrower a visual queue (this could be glass or a
monitor) for him to make the decision to kill the person getting the
rocket.
-make the switch throwing sequence faster, by that I mean so he can do
it ranged. This can be achieved one of two ways: 1) making a
plug/socket set up like in lockdown or 2) make it so you can shoot a
circuit box to cause a short that would trigger the electrical surge
(func_button that doesnt move, but gets activated when damaged).
/my 2 cents on gameplay
Visually I like the tin roofs, thats a real nice touch. But lets get to
the sky box, now I realize that your not done yet with it, but im just
not getting the sensation that when in looking down im looking at
another part of the city, I can tell its not far away. My suggestion
would be to add in fog, or dust clouds, OR even look into placing a
brush with the scrolling clouds texture over the citys bellow. That I
think would give us a better sense of distance.
/my 2 cents
Posting And You