lol alright then. Maybe you guys will see why I'm frustrated
I've also included the .map file for you AEon as my thinking is that some suggestions you may have would be easier to demonstrate than try to explain.
I don't expect you to fiddle with the .map file but I put it there just in case you wanted to take a look. I suppose you could always decompile the .bsp
Woha, the layout sure changed a lot. Some areas remind me of "classic" maps, e.g. q3dm13, and I really love that map. For layout details, I'll have to play the map a lot more, but here are some preliminary thoughts:
Your PG JP brush is floating above the floor.
You can actually strafe jump (two bounces) to the other side of the PG bridge, from the PG. Since I don't have that much skill, I was happy to pull that off in vQ3 .
The broken PG "bridge"... hmmm... connecting both sides might yield an important connection that the bots also understand. Not sure presently.
The AP JP from the Quad pit does not work yet (without air control). The JP slams you into the upper edge, not onto it. Some angled "grates" above the JP might help "redirect" the player onto the ledge. The bots presently ignore the AP JP completely.
It's been a long time since I saw lava in a map, but I still like the glow it emits. The Quad pit is neat.
You could fill the AP JP passage with lava as well.
There is still the issue of "why use the lower level". All the weapons are above ground presently. A weapon down there, and maybe a RA would help. You could swap the GL with the LG, and put the LG down there for example.
I have the feeling the lower level has quite some potential - since the upper level works "pretty" well (though might be condensed a bit) - but this needs more thought on my part.
Deco-wise, it would look very cool if you put a waterfall on the wall what you jump down from the RL to the Quad. I remember 1-2 custom maps that have such shaders/textures, they might really be neat here.
The RG on the platform, forcing the player to go the extra distance works, IMO, so does the MH behind the "AP JP tower". The central RL works also, might be focusing a bit too much gameplay here, but for now that is OK. The Quad in the pit really works well.
You'll need some motivation for the player to take the long paths out of the Quad pit, e.g. via PG JP or the other route. Both those paths exist but are not needed, if you can take the AP JP, plus they are actually really slow. Placing some 50H would motivate the player to get "down" there more, from the upper level.
For now, I hesitate to edit your map, because you have come up with better ideas on your own...
Bottom area still feels a bit unpolished to me and the top area definitely still needs to be further condensed.
I took a look at q3dm7 and q3dm1 and noticed that my halls are ~64 units wider than stock id maps. Explains a lot.
Yeah, I just wanted to make sure the source was there just in case I like solving problems and don't want others doing it for me but I'm never opposed to suggestions
Quick note: Width of hallways... depends, in q3dm7 some hallways are on the "cramped" side, others are OK. Depends on if you want to create a bottleneck or not. E.g. the RL and RG in q3dm7 are connected via narrow angly passage, a bit too narrow IMO, but since you can spam that area with the RL, this "works" on a mischievous "fun" level. Now checking out the new version...
About the latest changes:
Your angled JP to the upper level (LG JP) still needs some love. The JP destination entity needs to be placed higher up by at least 32u.
To keep with your theme of danger, I'd suggest you create a "narrow stone bridge - above lava - with the LG on it towards the angled JP.
When standing near the deco wall with windows to lava (looking toward the angled JP), the YA is on the right, and nearby there is a ledge you cannot jump up on, slightly higher up that leads to the PG. IMO, it would really be neat to have some stairs from the LG room connecting to that ledge. This way the player could choose to not take the angle JP but instead go for the PG.
Another thing to think about is the width of all your stairs, e.g. two sets in the PG arena, and especially the one near the Quad. In the former cases making the stairs full width would help avoid getting stuck between a wall and the stairs, in the latter case filling out 3 sides of the octagon Quad pit stairs, would look nice and more ominous.
The closed off path behind the Quad is probably a good thing, making a Quad pickup more dangerous.
I am starting to want to edit your map... "must... resist..."
On "line of sight"... on the upper level of the PG arena, you can look clear across the RL to the other side of the map. The direct holes in the wall may need some angled passages, e.g. like those between the q3dm7 RL bridge and the RG arena. I saw Sarge coming from the RG area, and could rail him clear across the map.
You made it easier to bridge the gap in the upper level of the PG arena... and added a JP there, yo that works too. You might want to "carve" a typical JP half-circle into your geometry though. The stand-along JPs always look a bit weird.
The upper area of the LG JP tower... it might be neat to have some 90° ramps or stairs up here, to let the player access the LG from above as well? E.g. when coming from the RL.
Keeping with that thought, it would be a bit more interesting to have the MH placed on a higher up platform (just lift up the floor), about 128u higher up, with stairs on both sides of the tower, where your shards are. This avoids the very flat feel of this part of the map. The player has to "work" getting up the stairs, to get the MH reward.
The RG area with the two ramps, has a quite large flat area in front... IMO, this area is too large, I'd suggest moving the whole ramp/platform more towards the center of the map, leaving a wide enough path below.
Noted the narrow ledge, connecting the sides of the broken bride.
The new passages you added help the map, and dropping the AP JP thing as well.