Grav, I didn't know you were making a map?! :D! For the most part, I like the overall design of the map, both aesthetically and conceptually; You use of simple, straightforward routes and more indirect, yet still efficient routes is very creative. I especially like the UNSC motif, with the custom bitmaps for the ground and walls, and the scenery pieces from the POA. However, while I do like the concept and aesthetics of the map, there are some bugs that I encountered in testing the map. While only two or three could be of major concern, each one takes a little away from the flow of the map.
Bugs:
- • Crashed upon looking at the sky (Needs fixing).
• The sending and recieving Teleporters which connect from inside the center to the two side routes need fixing up; the teleporter shields and the teleporters themselves are misaligned.
• Some of the teleporters (such as the one connecting from the lower ground up to Blue Base) cause the player to exit the teleporter facing a wall.
• The Lower Ground-Blue Base teleporter is also off center to Lower Ground.
• The weapon layout in the bases seems a little cluttered/concentrated; It might be a good idea to spread the weapons out over the base region, or even the map itself.
• It's possible to grenade jump from the side passages into the center: Was this intended as a possible route of entry?
• The back wall of Blue Base (with the teleporter connecting to Lower Ground) is on a slight angle to the rest of the map.
• That UNSC Scenery isn't from Full, is it?
That said, I've really only one suggestion that I think could aid the map in terms of flow and game-play:
- • I think It'd be interesting to add more dynamic access to Center. Specifically, I think that rather than using teleporters to access the Center, you could implement steps, such to allow players to jump into and out of the Center from the side passages. If you really wanted to, you could also adjust the existing teleporters inside the Center to connect up to each base (replacing the teleporter which connects to the side passage), making it more of a hotspot for activity.
Overall: For your first map, this ain't too shabby :D.
-=Moxus=-