nice comment... i always sorta did my thing when i comes to mapping... this has several reasons, i find it too much work to immitate id's style and boring too... so i try to go for the minimalistic straight, low texture count look... and concentrate on interesting brush (architectural) design... :)
wish i had more time to do maps, but with all the coding i also do for aestats and the web sites ;)...
AEon
about the bots :)... i like my maps full... i played instagib against then and wanted it packed... hope you get a bit of fun out of it...
AEon
just a few comments to the review :)
>This map has clearly been influenced by q3dm17 but its
>far from a straight copy.
used original q3dm17 and adapted it... most brushes where
indeed moved...
> There are a few problems with the map. The outside bounce pads
> that launch you toward to the middle requires air control. Better design would
> have eliminated this.
this is a matter of seeing it... i did this on purpose to make it more
difficult to get to the top platform, to make it harder to get there.
>The bounding box (sky) is too tight; as it is you can launch off the launch
>pads and hit the sides!
if indeed a problem... i did this to lower r_speeds and compile times...
:)
AEon