This time, you already know how much I like the map, so I'll jump straight to the bitching. No wait, I won't. Let me say that I'm aware the map is a W.I.P. and undergoing experimentation (ooh... you make it sound so exciting
). Anyway, some of the following may be too obvious and/or on your list of needs-work - if so, ignore and proceed :]
1.
Some z-fighting right in the center of the screen there.
2.
Looks quite odd, the bit in the center of the screen (center vertically, horizontally right in between the torch and the rocketlauncher). Like there's only one side of a brush visible or something.
Also, I'll never be a fan of floating stairs. Then again, that
is Quake for you, perhaps. I did notice the steps were anchored to the walls in the original, though.
3.
This is the area I have the most beef with at the moment. I can jump across the gap from standstill, which is a bad thing, if you ask me. The gap is way too small, imo.
You know I like the little alcoves (if not, well, I do, very much
). I think you changed the texture on them though? They seem to be somewhat green/grayish at present, which kind of looks un-darkzone-ish to me. Brownish hues look better to me in this particular map.
And finally, a beef with the gameplay: The four support struts that were present in the original affected the gameplay in a few ways. You couldn't really take a shortcut in jumping across to the GL as easily (even apart from the fact you can jump across entirely, now), and you could use them for cover.
I think that for true nostalgia purposes, they ought to be back in (and yes, they'd only look good if the gap were to be made larger).
I loaded up the original, and although I admit I'm not much of a qw'er, I can't jump across. I can't even properly jump in between the struts and end up @ the GL.
4.
Another little bit of z-fighting.
5.
Well, I feel kind of silly for posting this one, but it could be upped on the aesthetics... :]
6.
The second area that's high on my oh-dear-list.
You can see the spot where I stood when I took that screenshot. Since that room is camped heavily during 1on1's and small FFA's, for the RA, a space like that pretty much removes the possibility of someone getting in the room undamaged, even if he IS aware of someone sitting there. A clip brush right there wouldn't hurt.
Then there's a minor beef I have with the spawn-hallway that curves around the RA. The lack of a roof in there, makes it less cramped, and harder to assault the place with rockets-to-the-roof, from the lower area of the room. Just a small issue, admittedly.
Well, I can't really think of anything that's wrong with it that isn't Q1DM6 related, other than that. I still think any mapper throwing in a SSG, RL and RA in the same room is asking for trouble, so I don't know what ID was thinking.. but oh well.
The tunnel to the MH is absolutely fantastic - feels very much like the way it would have been if Quake had curves :] Very nice.
I also like the underground / RoShadows bit a lot, very artsy.
P.S. Sorry for the ugly shots, I had my mapoverbrightbits way too high.. :}