as far as clipping goes: i was distinguishing invisible clipping from architectural detail, and am sorry I should have been clearer on that. Foo obviously picked up on it though: what was impressive, given the detailing, was the absence of invisible clipping to snag players on.
My second point concerns a lack of criticism as to the health spread for FFA. Having recently played on some very shitty maps, where health placement (or lack thereof) was one of the issues, and some very good maps where the only issue was health placement, I can appreciate the concern. But this is balanced by the presence of both a regen AND a medikit, plus there is also the personal teleport for a quick escape.
What I failed to mention, and now wish I had, is the lack of teleporters to take players quickly back up to the top of the map. Having played it again recently this really bothers me: if you spawn at the bottom you basically have a slow crawl back up to the top via stairways and some bouncepads.
Edited 220.1 days after the original posting.
Edited: 14 Feb 2010 AEST
On the gameplay side, item pickups are a bit thin on the ground, lacking in ammo boxes and health orbs, especially for the target game-mode FFA.
Flow is good although over-connected. There are not enough scenarios where you're in a fight and unable to move in close to your opponent very quickly. This lowers the depth of gameplay quite a bit.
fkd really is an accomplished mapper and has mastered the technical side to its fullest. I'd love to see a collaboration with some gameplay-focused mappers/players, the outcome would be amazing.
Edited: 06 Feb 2010 AEST
The layout is much smaller than I assumed it was in the beginning. For me that's always been a tell-tale sign of over-connection. Looking around I think you probably could have gotten rid of a few of these bouncers as they sometimes overpower the stairs. Still, it's never too difficult to move upwards so that's good I guess.
Don't get the wrong idea about the color palette comment, the details in this map are amazing. Perhaps I should just quit while I'm ahead here and say this:
Good one : ).
-pat
if interested in the process for this 1, here is a link to the topic on quake3world : quake3world.com/forum/viewtopic.php
You need to come back to q3 level editing fkd.
That completely aside, this map is indeed awesome, especially the stacking of detail on detail, and the amazing brushwork. It is really surprising to see that the map still plays this well with all the detail. The layout may take some time to understand, but it works well... playing the bots is fun.
Even should anyone no longer care about playing maps, download this map alone for the visual experience.
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