^misantropia^ wrote:Is this a VQ3 or a CPMA map? Played it with the latter. Here goes...
Many spots to bump your head into, which slows the pace in an unpleasant way.
Granted. Will be fixed. Mainly I see this at the upper RL, lower jumppad, upper jumppad.
The layout somewhat induces going around in the same teleporter-teleporter circles.
Can you expand on this point? Last night in playtesting we didn't come across this issue - against bots it might be a problem?
Item layout seems okay, though denying the RLs might be a tad too easy - you can do a run from the lower tele and pick up both in under five seconds.
It's possible, I'll look through the demos I took last night and play some bots and see where it can be done.
The amount of health seems sufficient and the YAs are plentiful enough to outweigh the presence of the MH.
\o/
One last observation: due to this map consisting mainly of small rooms and corridors, the RL/SG combo reigns supreme. I haven't had use for the PG once, the LG and GL only come into play occasionally.
I'll fire up CPMA and see how the weapon balance shifts
EDIT: and there aren't enough trick jumps.

When I chuck proper graphics in there they should start appearing
Thanks sir!
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis