The bottom of the map as well as some other areas are way too dark to see anything, it might be worth it (just for gameplay feedback purposes) to give it an ambient or minlight value of maybe 20-30? It's hard to run around otherwise.
You have to add all important items, like health and ammo to even start real gameplay testing. Right now it's hard to tell anything. Bots tend to love lowest area, and don't use rest of map almost at all. Atm it's - get a RL and spam that area - game type. Also as it was mentioned, it's too dark. Add ambient lightning (for layout testing time only!) - select one of brushes, then press n, you have properties window now open, and 'worldspawn' entity shoud be selected in it. In key pole type 'ambient', and in value '30' or sth. Enter. Now you should have new entry added (ambient 30) right above 'classname worldspawn'. Don't forget that ambient light should later remove . And this map looks to be inspired by ql's Trinity and Asylum pretty much .
Ok, thank you guys for the first feedback - I'll continue work today
I'm pretty much fan of method's work and have not that much experience yet - I thought it would be ok to do things simular like they are already done. Just for the beginning - to figure out how things behave and work.
I did a quick run around in the map and it is very dark at the bottom, need some hot lighting somewhere to contrast it. use minlight/ambient while alpha testing. The layout did not feel good to me, there was alot of stairs and I felt like I was mostly going in the same route all the time, variety and choice was difficult at times.
The theme you have at the moment is disjointed and it feels like you are experimenting with what to do. If you want to stick with the height aspect and darkness below then I recommend you try this: http://www.seanax.com/wp-content/upload ... runner.jpg
You can create the height detail easily and jumping across building tops would be fun, setup a modelled landscape skybox and voila you have moody shanty style theme. The lighting would mostly be neon stuff with maybe some animation signs etc. You could even do the floating ship stuff easily with a model either in the skybox or floating above/around the top of the map. Pick stuff from cgtexture to get the gritty look and make sure the lighting is hot/cold to show off the contrast. Lots of opportunity for broken buildings to climb all over for extra CPM style routes and the tech angle so you can have fancy shaders and JPs.
Well he was evil, but he did build alot of roads. - Gogglor
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Thank you for that load of tipps - I really like your ideas. Ambient light thing is already done and now I will take a look at the maps you postet.
Pick stuff from cgtexture
Since cgtextures needs registration I'm a bit unsure about the site. Terms of use may be a bit wired now. Though - I also rly like to take photos and create my own textures.
you can have fancy shaders
Learn how to use shaders - wired for me :< I'm on it.
Edit: I have a problem with a custom skybox. I created 6 brushes arround the map, gave the inner sides the skybox textures and put caulk on the other sides. Now everything in my map is black!? What am I doing wrong?