I didn't understand why the low walls across from the haste were clipped off, when they looked low enough to jump and run on/over from the haste spawn point moving towards the PG room. I just felt kinda cheated since I'm the kind of idiot that likes to crawl over everything.
Several areas should have been lit better, like the brown flag near the haste and the wall top right above it. There was also some z-fighting going on at the entrance to the RA room, which is a cool detour by the way. The ambient sounds of buzzing bugs and the shader for them flying around the mushrooms was really original...at least I haven't seen it done in a map before. Way cool and a very nice touch! Kudos! Maybe they should have been around the rotting torsos as well, to add more atmosphere. Just a brain fart.
As others have said, this map begs for a RL although with the low walls, a player could rocket jump to any part of the map in 2.5 and I guess that's why you omitted it but it should be there. It's my favorite toy and I missed it!
There was a weird thing happening with the sky, sort of a blocky dealy thingy happinin in the GL corner of the map at the top of the sky box. It shifted towards the RA room/hallway as I moved across the map.
And thanks for translating :-)
My own opinion : quite good map but players who have to face RG need RL as an antidotum :]
If anyone can make sense of what polaczek is saying, please let me know :-)
I'd guess German...
What language is that?
pozdrowionka od polskich quakograczy