Running around the map with r_fullbright 1 helps since lighting is not yet complete. Here's a list of concerns
1: The yellow armor behind the bars near the teleport that goes up to the floating platform can be taken by just running right up against the bars. You don't have to throw the switch to grab the armor right now. Could not do that in Q1.
2: The ceiling area above the floating platform area does not allow you to jump very high. In Q1 you could hop across to the platform then hop from the platform to the grenade launcher.
3: The switch near the rocket launcher that puts the two platforms over the lava so you can go around the corner is moving sideways instead of inwards. Also, it's taking too long for the platforms to extend. I have to hit the switch, wait two seconds, and then proceed around the corner. In Q1 You can hit the switch and run around the corner without stopping.
4: The lava pit isn't wide enough near the red armor. It's possible in Q1 to make a straight jump without the bridge being extended, but it's also possible to mistime the jump and fall in. I'm making that jump way too easily right now.
5: The moving platforms going from the lava trap room to the rocket launcher feel like they're moving a bit fast, and the hallway feels a bit short and narrow. Feels like it should be easier to occasionally fall in the lava there.
6: The ledge with the teleport destination by the floating platform is too narrow. The teleporter is throwing me off the ledge unless I press backwards immediately. In Q1 friction would stop you before reaching the edlge.
7: It is possible to drop down through the bars overlooking the water pool. This was not possible in the original.
8: The weapon spawn where the nailgun should be is spawning a plasmagun. It should be a Q3 machinegun spawn, unless you intend for a plasma/hyper/Perforator to be there instead of a standard nailgun.
I've also found some minor z-fighting on some textures but I figured I'd post that sort of thing last. I also have something I noticed regarding what you mentioned on the other thread. I'll post it there.
1: Yeah i noticed that aswell during my test runs mostly a bad placement of the armor!
2: Hmm you might be right there i'll move the entire ceiling some units upward and test how it feels.
3: Yeah know about the button just have the wrong angle set on movement, on my todo list!
That might be true havent really looked on the timings on the original q1 map will take a look on how many seconds is needed.
4: Well yeah it might be abit harder jumping in q1 over the lava pit to MH but i've rarely failed that even in q1 but will try to increase the length by 64 units should be more than enuff to make that jump abit hard
5: Yeah platforms is moving abit to fast know about this timings is wrong aswell compared to the original map! Could increase the width there aswell and since im gonna increase the width at the lava pit room it will be alot easier to also increase the corridor.
6: It's actually the "teleporter" pad that do that, since you actually spawn half a unit above it will lover the misc_teleporter_dest and move it abit backwards and it should be fine!
7: Didnt know about this, good catch!
8: Well yeah i know it originaly spawned an nailgun and not SNG however i felt the map actually needs another type of weapon than just RL, GL, SSG and sweaping the corridors with a doom plasma or earth flamer feels kinda nice! But any other thoughts about this? should i go "purist" or not on this?
Z-Fighting occurs in some places mostly because of some brushes occuping the same area, will fix that later on!
Anymore thoughts about size? the map is supposed to be abit cramped and i really dont want to do this too much in "q3 style" with wide corridors and rooms
Anyways thanks everyone for the feedback! I really appreciate it!