-Octovus
My personal view on my map:
Started as an idea for a Q2 map. The outside RL/MH area was originally my mimmick of the q2m1 area, and than the inside area was supposed to be small. It was supposed to be a tourney map.
But then I started it for q3, and i added rooms, and added more rooms and more rooms until it was a big complex mess. This method also created some weird areas w/ weird scale (mostly the indoor areas). For some reason though, i didn't really realize the map's scale was off while working on the map. But now I realize that its off in a few areas. But the most annoying thing is all the things that get in the way of movement. For me atleast, it makes the gameplay not very good at all. It was much better in the gameplay alpha I had of the level. I still need to improve on my sense of scale. I think I'm getting closer w/ every new map though.
As far as the looks go--never intended it to be a great looking level, and it isn't really. I originally intended it to be a q3dm11 style map, but then I found the dc_map07 texture set and thought it was cool. But as I went along I kept straying further and further way from the style of dcmap07. Also, the rocks/terrain in there give it a distinct look. I went w/ more of a stylistic approach to the rocks sacrificing "realism" for coolness IMO. And it seems like the best looking parts of the map are the terrain parts that mesh w/ the structures. And its funny--that was the easiest part to make. If you look at the indoor areas, you'll notice they're really quite ugly. Right now i'm really bad at indoor areas and indoor texturing. The outdoor areas are fun to do and come easy though.
(that went a bit long, sorry for boring you all w/ that mindless babble :))
It is a very good map, and you still won't hear that from me very often. :)
keep it a just a little smaller ? like hub3tourney1 ?
Gets a 7 from me.
-Octovus