by mookie on Wed Apr 14, 2010 3:09 pm
It's hard to tell if those (first) screens are taken from eye-level or free-floating, but my first thought is that it's generally oversized. The overview shot gives some idea of the layout but it's tough to see what's what in that. It looks like the route leading to B is isolated for too long a distance. The hallways leading into the middle and A from the T side also look pretty long for being straight and having very little cover.
As a general rule, it shouldn't take more than 25 seconds (more like 20 or less) to reach either bombsite from T spawn, and hopefully there are two routes between the two sites that take 15 or less. I'm at work so I can't download/play this map, but my guess is these numbers will be a lot higher here. That will tend to make for boring rounds because it takes the CTs a long time to rotate, defusing will be much harder with the stock 35 second timer, and it will take too long at the start of a round to encounter the enemy.
A lot of your brushwork looks too big/blocky. Looking at the first new screen, it would seem like the beams/columns would be mostly overlaying each other (with maybe somewhat of a notch cut out) but you have them going clean through. The interior parts of your window frames (the parts separating the panes) seem far too large, I'd think 4 units at most for this kind of thing. Your arches are weird, how they're arched onto the columns that support them, but then just hit the walls of buildings at a right angle. Normally they'd probably arch back down and have a column flush against the wall, or pushed partway into it.
Where you have low walls, a lot of them look like they might be 32 wide; 16 is probably plenty in most cases. Your prop lighting over the cubicles is not good, better to use a light_spot with wide angles than to use a light here. Since you have a drop ceiling above, better yet would probably be to set fluorescent lights into the tiles like in cs_office etc.
I don't understand what's going on at B. You have an arcade, but then you have a wood ceiling hanging under it. Usually an arcade or a colonnade would support a roof above it (if anything at all), not a free-hanging ceiling.
It seems like there are a lot of long, straight, wide hallway-type areas in the map. These areas are tough because when you get halfway down them you're a long way from any kind of cover. Adding crates is not usually a good solution.
Looks promising but probably needs to be tightened up a lot.
"When you mess up, it makes me feel better about me." -- Vince Masuka