This map however, just has the deep pool for a hazard. With a certain type of grapple hook (the classic version in Hunt), it takes little effort to just get through the cage when an artifact is there, nab the artifact & goods, and leave when the monsters begin spawning and down.
Hazards that damage should always have a way out of them within easy reach of the entry point and deadly hazards should have some sort of warning to cue the player of what is about to happen to them. Case in point. A space map with narrow ramps, tight turns and no edge barriers rapidily becomes boring since all you do is plunge to your death. However a space map with enough room to move about and some edge protection. Will give good game flow and the spots that are unprotected just become a part of doing bussiness on the map. Fine examples of this can be found in both "Quint's" and Nuuk's" Maps.
Your to deep lake is a hazard that detracts from the map. Sure there is a BFG down there, but it will take me close to thirty seconds to reach it while half killing myself in the process. Why bother. Still I am happy to see you making maps. Keep it up.
I just rebuilded it a bit.
As for me - I like dangerous environment too (but here is only very deep pool, actually).
That's why I made, for example, a slime, which totally kills you, in my "chemical arena" map (it's here at LvL).
I´ll try your map with the Corkscrew mod (Rail only mod), it doesn´t look that bad on the screenshot.
2 different reviews.
In any case - thanks guys, both of you.
Now couple words from me.
This map is my second one. I didn't played Q3A to much when I made Utopia. So this is just an experiment, what to do, and what not.
Btw - why do you like easy playing? (not falling, not dying, not drowning) :)