i apologize for the slow pace i've been "processing" maps. lack of time and energy. :/
ArmouredBlood/Tango - Water Defecation Facility
lovely looking map, but it has some layout flaws. first of all, the flagroom is so hopelessly a one-way ride it makes conquering russia in winter look easy. there should be something like a teleporter on a lift/behind those decorative doors in the flagrooms that'd lead to a paired teleporter in that dark unused corridor. that'd open it up a bit. more de-choking: i think there should be a small crate to allow jumping from sectors 194/517 to the ssg above in two jumps, or something. on the other hand sector 478 seems just too advantageous to use. i know there will be a lot of fighting on it, but i'd make it more awkward right in the middle to slow anyone using it. like a crate that'd make you watch your step. we'll see tomorrow how that super-open mid works. minor issue: sector 427 should have a fence on top to explain why you can't rj over it. :P
40oz - I've got two words for you and they're not happy birthday
i like this... it's rather spacious and the paths are far enough to give runners a lot of freedom, but it's not trivial to steal the flag. one feature idea: you can jump over to that glowing platform (sectors 104 and 182 and their symmetric counterparts), but the jump is quite tough with the low ceiling. it'd be a good place for some "bonus" item - i'm thinking a rocket launcher. that would possibly allow some cool rocket jumps to the flag level (offensive and defensive both!) without the fear of too much rocket spam - there's enough space around and if you don't place any rocket ammo, you're safe. if you like the idea, you might need to block some architecture alcoves you dont want to be rj'd to, though (sectors like 19, 22, etc).
Whoo - Generica
a bfg map, finally! the BAs are overpowered, just lose them entirely, the GAs should be enough. the blue's BFG platform has non-blocking fences and it's kinda funny, because it means much more bfg and probably much crazier pace. you absolutely must get rid of the plasmas though. it's not a good idea to have both cell weapons in ctf maps. we'll see how those weird shaped bases work, but i like the possibility of passing the flag through the flagroom fence, heh heh. (you grab it, jump to the fence, die... and then your teammate can grab it from the other side)
Watermelon - Cereal Crates
two things: that slow elevator makes the sewer way only useful for running away, it's terrible for incoming attacks. this will only become more obvious in combination with the second problem - rockets might be too powerful in those tight corridors, so three usable routes might be necessary for runners.
Processingcontrol - Right Angle of Destiny
ok, you have those teleports placed right, but do not connect them base2base like that. set the teleporter destinations just around mid, this way you're helping too much. i'd say drop the player in the RL room of the home base.
The Green Herring - Go to Hell, Do Not Collect $200
a fortress collision (zdctf map01, one of the simplest, yet most popular maps ever) sort of map, it might be fun. a green armor in each base might be in order. the colours are a bit garish, the red/blue theme doesn't need to be that on the nose. i'm wondering what would happen if there were thin fast lifts to those RLs from mid, you know, so there's more than one way in.
ClonedPickle - A Complete Disregard of All That You Love
hahahaha... impossible to improve (because it's perfect?), moving on.
Esselfortium - Seclatus
wow, this looks like a greenwar map mirrored and made into a ctf map... very interesting! everything seems to have good angles and sizes, just replace BAs with soulspheres, they're less powerful (you still get GA/no damage reduction and you can't pick medkits for a while). a bonus fistbump for radsuits in a ctf map.
Last edited by dew on Aug 18 2012 at 00:18