Map 14 progress is extremely slow at this moment in time as I am going through and improving the levels from MAP04 to MAP12 as they are quite honestly not up to my standards at all, some maps will be edited and polished, some will have major changes and one or two will have complete re-do's, here is waht I am planning to do:
MAP04: Receiving multiple improvements in terms of spacing out, detail, more consistent themes and entirely new areas (to make the map bigger and better)
MAP05: Starting area needs a complete re-do, Outside portion needs to be bigger and more spacious with more areas of interest, problems regarding player movement and combat in second indoor area will be fixed (I.E fixing the spacing issues in the cramped areas below) and optional areas to be added (those seem to be non-existent as of recently)
MAP06: Oh good god this one is being restarted from scratch, it's awful.
MAP07: Bigger arena for the battle to commence with more enemies and more ways to finish the battle, the exit area is just one room so how how about a crate maze or a complex to go through instead?
MAP08: I love this map but it still needs work:
Optional areas to be added, more than just 2 brick textures around the place (to simulate the feel of many different types of buildings), more enter-able buildings, switch-hunt to get through the gates instead of them being open (It is called Lockdown after all...) and the exit room is going to be a whole building rather than a teleport.
MAP09: This is one small ass ship! Some areas need to be much MUCH larger (the yellow key room being like one god-damn room!), some fights are horrible CQC with hell nobles that result in cheap ass and frustrating gameplay so they need to be spaced out a lot more, spacing out in general and finally a better looking exit room, that ships control center is the most barren looking one I ever seen.
MAP10: This map requires a lot of attention:
Spacing issues ensue again (inevitable fixing begins), The giant reactor room is actually a small corridor (I will make the ledge you are on twice as wide), The outdoor areas require some detail and tuning up in general (The first area looks so god damn barren), the downstairs areas are very cramped slug fests (spacing fixes ensue again), last are is unspectacular (needs more detail... and space) and the exit room needs to be an entire building instead of a teleport.
MAP11: Complete fucking re-do.
MAP12: Not a very big mansion, needs more rooms, more secrets, switch-hunt and a couple other things regarding detail.
All maps will go through some texture changes, monster placement/selection changes and geometry smoothing/flattening.
P.S, this is actually happening and MAP04 is nearing its completion.
And sorry for the bump.