Continuing from where I left off, but switching to alpha2...
map17: Maracaek - Bob's Space Peanut Packing Plant
I didn't like this one. Compared to your first map, this feels like you focused on silly gimmicks over a working layout. I don't even mind the gimmicks themselves if they are set within an interesting or properly thought out scenario, but these are just there to marvel at. I'm actually okay with the BFG structure (was that your biggest timesink here? heh), but the rest is lacklustre.
The winding gravel staircase, for example, is totally a single player construct. It looks cool, but navigating it while under fire, or perhaps backpedalling? Hardly. And it creates a rather weird obstacle/cover... I'd rather see something accessible even from the sides (even if it meant steep "sidesteps"). On the other hand the staircase in the BFG room is highly DM-compliant.
The BOB room seems purposeless, as does the crusher (which just creates annoying noise around the center of the map). I could live with that, although you could easily just stick the plasma into the BOB room... because the plasma "closet" is camper bait. It even has a spawn! I can imagine peruan trolls camping behind the drop wall, killing whoever spawns there, heh. Here's an idea - put a RL there instead and make the dropwall be down by default. The switch on top actually raises the wall (instantly?), so a cheeky player can TRAP a guy inside, possibly with RL going off, heh heh.
The chaingun spawn at the top of the staircase is kinda mehh... if you go along with moving plasma to BOB, you could easily swap the outside RL and the chaingun... otherwise there will be no reason at all, ever, to use that door and climb up those stairs, heh.
Also the western SSG alcove is a bad idea. I can only imagine someone with a RL standing in front of it, spamming inside, heh. :/ DM spawns don't need this sort of structural protection that actually entraps you, you'd be safer being outside, having the option to gtfo. Remove the enclosing "cover" wall?
I'd also definitely remove spawn t. 53, there are too many in the crusher room. Also why the crusher if it's just decorational? Change it so that it's accessible, but there's much more "downtime" (the crusher is down)... and there's a teleporter switch down there or something that brings you... on top of the BFG, maybe? Suddenly you have more "centers" of action and less predictable movement. :) Also remove the BFG spawn and one more in the BFG room if you add the second route to obtain it. Mmm, I can't promise miracles, but it could clean up into a fun FFA map.
map18: RottKing - Caco-Cola Factory
I like the layout (I usually do like Rott layouts, so duhh), it reminds me of some of the techy spacier crudream maps. And look here, a second map with a cyb gimmick! Is DM reinventing what was lost sometimes in 1995?
Anyways, I feel like the RL isn't really a true dragon hoard, it could easily be BFG. That'd take removing the cell pack(s?), but it'd also make the plasma pit more attractive. Right now I feel like the layout doesn't motivate players much to get it, I'd rather go around with the SSG or RL, which could be... I dunno, somewhere southeast?
Yet again, I think there might be a few too many spawns. Thing 47 is in far too sweet spot to remove, so t. 42, possibly t.35, t. 33. You know, so it's less "spawns everywhere".
map19: Xaser - LET THE BURGERS HIT THE FLOOR
It's a Xaser map, so of course it looks great and has spiral structures everywhere. And burgers, haha. Despite the silly theme, the layout seems more contained and controlled than some of Xaser's previous 32in24 outings. In effect, it should be less weirdo and more traditional FFA. Then again, the verticality pretty much begs for NS (mouselook, jumping), which is fine by me.
Also commendable: just about the right amount of spawns, the weapon balance seems pretty solid at first glance. The map is okay for SG/CG spawns and the super-weapons aren't overpowered with this type of open grounds. I'd probably make the lowest DM spawn get SSG instead of CG, however, it'd draw more action towards that part (to balance out the lava SSG ring). Oh and remove the cell charges around the plasma gun, they're too generous (plasma = 200 cells on NM deathmatch!) ... the cells at the bottom should be the incentive to travel there. Those are small nags, however... it's a well done map.
Now, there's one thing wrong about it and it kinda pisses me off. It has pretty terrible impassible lines, heh. I can understand why I'm not allowed to jump up this little wall, however it's a really pathetic height at this step, so at least a symbolic fence would be welcomed along at least some parts of the cliff. Now this already crossed the line. You can jump over at the right side of the pole, but it's impassible on the left, even though it's a lowly little step! If it doesn't hurt anything, let people climb there if they want, heh. Same goes with this side, also blocked. Letting people jump here would probably not be wise, so maybe a little midtex fence as well?
Aaand a real bug. Probably a faulty node? In ZDaemon it even creates a nasty HOM from below.
Last edited by dew on Dec 3 2013 at 23:14