keep up the good work
Texture choice and grouping is very good, and certainly unique, and the layour works well, even though I found some of the areas a bit too tight for my tastes.
For some reason, the bots all seemed to congregate on the upper level (the area seen in the screenshot) and especially the area above the red armor. I still haven't found that darned invisibility, but the bots had no trouble. I guess they were probably wondering where I kept getting the quad from, as they never seemed to find it unless one of them killed me while I had it. The BFG was well placed as well, since I only managed to stumble across it once. But that's one of the major downsides to this map- I don't think that there is any good reason to include ALL of Q3's weapons on one map.
As for the refinements, I noticed a few mismatched textures, and there could have been a little more ornamentation. Maybe some of the tight spaces could have been simplified a bit- or expanded out a little more. A clip brush here and there could have been useful for helping me to not get stuck on the architecture in some spots.
And I just have to add this little bit: this is the umpteenth map I've seen that has the "missing blocks" style of wall in one area. Now I'm not saying that this is a bad style, or not that I do not like it, but its just that I have seen it done so much and most of the time it just doesn't work in the map it is included with. Just because it was done in the id maps doesn't mean you should do it an any map. If you're making a map, and a certain style or feature works with your architecture or theme, by all means use it, but don't use it just because you've seen it done in other maps and it looked cool on those maps.
But despite these things, still a fun map to play for a bit. I may keep it a while, and I look forward to the author's next work- definately good potential here.
Come to i3!
Oli - ILLU2
oh, by the way, nice map,
Very nice. It gets an 8.
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