by mookie on Sat Apr 24, 2010 3:55 pm
It's tough to say for sure from that; it looks to me like the size of the map is good in terms of how long it takes to get from A to B, but the map does feel too big. Too much dead walkable space and not enough unplayable/void space.
Bombsite B itself looks very large and empty. Maybe the left side of it (from stairs) could be turned into some kind of raised area (or the site itself could be lowered to leave this area up) and some pillars/walls/much larger objects could provide some cover on the near and far right corners.
It seems like the vertical variation is too severe, forcing all your stairways (and ladders!) to be very long. The stairs in front of bombsite A are much longer than I'd expect to see in any map. And it seems like other than these huge changes, there is very little vertical variation at all.
The tunnel seems too wide and a little too isolated (T end seems very far from the other bombsite). It looks nice but right now it seems like a dead area for gameplay. Crates and a forklift are not going to cut it here, what you really need are some deep (64+) holes cut into the walls (maybe for unusable doors leading off to wherever), or very large stanchions in the middle of the tunnel. If two or three doors connected together on one side that might be even better.
The hallway at the far left end from T spawn looks cool, but the way it's so far out there (on the T spawn side) makes me think it's pretty much extraneous. If you're at the bottom of the stairs and you go this way, you're pretty much running away from the entire map.
Graphically, the cold blue/grey feels like it's been overdone.
If you're thinking de_chemlab, why not de_chemical instead?
"When you mess up, it makes me feel better about me." -- Vince Masuka