not entirely true. I definately agree with you that gameplay should be the main focus of a map review but aesthetics are important to a lot of people, not least of all the map designer.
Cheers, Hubs
Personally, I think the current layout and openness of the level suits a 2vs2 or 3vs3 Team DM. The RG and RA become a nice control focus for the dominate team.
In a FFA, the openness of the map leads to RG shoot-outs with the best RG player winning the match each time.
Tig: again, I do apologise, but at the end of the day, any map thats had hard work put into it deserves a comprehensive review.
I know I sound biased here, but the only ones reviewing maps properly these days seem to be promode players.
Comments about brushwork just arent important.
//hands on hips
:P
There are a lot of good points however - the map does flow well, and there are very few dead areas. The architecture and texturing are interesting as well.
7/10
While you wait for the update, I suggest reading RasputiN's comment :]
Layout is the common dual atrium style, which is a good starting point, but the implementation seems to have a few quirks. Distance between both the two atriums and the two sides of an atrium is too much, hence there are too many long-ish corridors and empty rooms ( like the one with GL ). The reciprocal PG teleporter is a major pain in the back. :( Sitting in the corner of a tight corridor, it's very easy to accidentaly slip into, and the teleporter destination there spews you right into the wall. There are pillars to duck behind, but mostly on the upper levels, so the lower ground is sort of a death trap. There are not many ways to get higher from the middle of the atriums : you have a ramp to the RL, but otherwise, you're forced to use the corridors and the jump pads. Which are more or less protected against rail whoring, but are still pretty risky ( and the launch force and direction is somewhat weird ).
Item stack is OK, placement is not. One of the atriums has a RG in plain sight, the other one has the ammo, both easily accessible. Even worse, there's a spawn point right next to RG! ( I guess this answers "Does any weapon dominate?" :P ) YA is in an intersection of tunnels, above a JP. The RA sits high atop the map, accesible only via a jump pad at the end of a long sloping corridor, thus it can be locked down too easily. ( You could actually jump to RA from the uppermost level though, but you'd need weapon assistance or better CQ3 movement than I. ) Another YA or at least a bunch of shards here and there would have been better, especially considering the railfest that's bound to happen. Health is OK, but again, maybe another +50 or a bunch of bubbles would be better.
I did run into two bot bugs: they get stuck before the YA jump pad and on top of the large pentagram on the floor. I have no idea about the first, but the pentagram doesn't feel like it's clipped off properly.
Whew, that's a whole lot of whining there, ey? :D Still, if you're not looking for a competitive map, and just need a rather fresh looking map for a quick FFA, this just might be the ticket. I'm hesitating between 6 and 7, but tending toward the later.
:-/
Why is this better for 2v2 or 3v3? How do the item stacks work for the map? Does any weapon dominate?