I agree with Makou.
An added side-effect of the map being quite huge (and having big rooms) is that there's a texture that becomes very repetitive. It is seen everywhere and everywhen, making it sort of bland feeling in some places. Playing through the map, I noticed that the hallway you start in looks brilliant, and gradually when you 'play through' the map in singleplayer fashion, it grows more uninspired. Sometimes a cool feature pops up (like niches in the wall, or a huge decorative section of the wall), but there's hardly any division of The-Texture. (for instance, take the hallway 'after' the beserker room - in that and the following section there's a big contrast with the entryway for instance)
I especially liked the semi-golden skull-crest texture that appears in the first parts of the map, and something like that could greatly spice up bigger areas.
Just my 2 cts on that.
There's one bug that I ran into, but as you said; ignore me if you know about it, looking through the roof grating in the first hallway, I can see into the room (the ceiling mainly) the comes after it, which should be physically impossible :]
It took me a while to figure out which Quake map it was, but that's just me - it's really been a while. Great work so far, and considering the size, no wonder you've been working such a long time on it ;]
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