by mookie on Sat Mar 12, 2011 10:09 pm
The radar has the bombsites lettered opposite to your decals. To me, the radar has it right, because radar A has more ingresses than radar B.
The overview needs to be trimmed down; you should erase all the areas that aren't playable (rooftops, alleys). The overview should be a useful picture of the map. Also, the yellow bomb areas don't line up with the actual bombsites.
The reason your water reflections are screwing up is that you also have water in the sewer. You can have water in the sewer, but it needs to be limited to areas so that it and the open water can't be visible at the same time. Since you can see the open water from the top of the ladder at radar A, this means mainly that the water needs to be limited to some puddles on the longer stretches, or as much as you want near radar B. You also may need to place hints in the sewer depending on where you put some water.
The pipework/conduits running along the sewer wall are annoying because you bump into them. You can either disable collisions on them, or place a thin brush of toolsplayerclip to cover them up.
The number of props you can bump into and move around is excessive, especially around radar B. The blue barrels will go everywhere if one grenade hits them, and can be pushed down into the sewer for an extra-annoying obstacle.
The choice to turn the walls of the office area near radar B into func_detail is difficult to understand, especially the wall right by the stairs, which could block a meaningful part of this room from view from the outside. This office itself seems fairly unnecessary in terms of gameplay; maybe it should be locked up and the glass made bulletproof.
The second story floor in this area is visually weak, because it has no support, even running along the edge of it.
Radar A would be more interesting if these huge tanks were moved far enough off the fence or the wall to let a player walk behind.
The fire escape props around T spawn are just about the most annoying prop ever, when their peculiar clipping is figured in.
If you get on top of the cab of the box truck here and walk up to the wall, you're stuck until you suicide. I'm not sure if that has anything to do with the fire escape, or just because the truck is too close to the wall.
The spawnpoints for both teams don't need to be packed so close together. This will not present too much problem with bots, but with human players who sometimes stand around for a few seconds it will be a problem.
Tying the small building in T spawn to func_detail is inexplicable.
As you run around outside, most of the leaves are taller than the buildings. The outside is almost as un-optimized as possible. You need to use hints to cut these leaves off shortly above jumping-height, and ideally cut down some of the huge leaves that run around the corners of buildings.
The trucks, cars, and oil tankers, pallets of toxic barrels, crates, and blue floaty barrels are overused. Try to get rid of these anywhere that they're not needed for gameplay purposes.
In terms of timing, radar A seems fairly indefensible. You may want to consider moving CT spawn outside midway between the two sites, and moving T spawn further towards the direct route to radar B.
There are three main ways to go, and they're all more or less a straight alley/road from the T side to the CT side. This will probably not make for good gameplay, because every time you walk around a corner you'll be suddenly exposing yourself to a huge area. Most routes on most maps are built more or less as S curves so that you can move partway through without being completely exposed like that.
"When you mess up, it makes me feel better about me." -- Vince Masuka