Aight, I guess I'm gonna do some quick feedback as usual.
Sgt_Dopey - I ate at McDonald's and This Happened
Well, what greeted me was some rather eye-searing ROCKRED combined with blood & pink flats, a blood red sky and my awesome ultra-high gamma. I don't have working eyes now. :p It looks better with human (read: single player or Ralphis) gamma levels, but MP players tend to hate darkness and combat it with high gamma, so bright colours harsh their vibe. I dunno if you can afford shadowing to make it look good, but rather dark, so I'd say use the week-long test period to work on more "neutral" visuals.
Now, the map. It's properly sized for that 8-16 players goal. What's not okay is the casual mixing of weak-ass SG spawns with weapons of power being in such pain in the ass spots, heh. Don't overthink it, put SSGs on spawns and have players either battle everywhere at random, or go for the power weapons. Put the blue armor or the soulsphere in the middle of the temple as the powerup item to fight over (instead of the SSG), put the other one to the pillar corner, move the plasma to the NW corner (instead of the SSG again). You may keep the other RL where it is, it's an interesting spot for massacre, heh. Definitely don't keep a powerup on the way to the BFG (talking about the soulsphere) and absolutely kill the cell packs, no one needs that much BFG - MP is played on NM skill (double ammo) and you get 200 cells just for picking the weapon up!
Last important thing: the BFG is set up in an interesting way, but woe is me - if people play it with jumping, it's going to be way to easy to get. You can actually RJ there without jumping, which is a cool move. You should probably put it on a higher pillar and add a switch that'd lower it down. Possibly at the top of the cliff where you teleport to the BFG. That way just jumping on the platform means nothing.
Oh and I know Shai told you to use 16 spawns, but it's definitely an overkill. I'm pretty sure 8 to 10 should be enough to avoid telefragorama even at high player counts. It will also allow you to move them around more sensibly (lol @ this random mess, they're EVERYWHERE) even with those SSGs under them.
EDIT: a bug, DMspawn thing 22 is stuck, because sector 46 is not 56 units tall (doomguy height).
sgt dopey - Curry Night
This one is easier to deal with. It's a rather typical arena with a bunch of small twists like the downwards shape and a bunch of rock barriers. You can afford making it a SG map, sure! But it sorely needs spicing up with something. Ditch the central spawn and put a plasma gun there. That should be a weird and not entirely too powerful weapon with this type of layout (tough to use it against targets at different heights if you don't have mouselook on). Also I'd sprinkle the map with a lot (well, not too much... just so that they matter) of stimpaks to give players a chance to last longer. Prolly no armor. Oh and again, put the SGs on spawns, pistol spawns are lame most of the time. The triplets of spawns at the spikes look especially bad - remove the ones at the sides and keep just the ones on top.
EDIT: Oh and... there was a running joke about using "Dwango Unchained" as a title, but it fell off the table because of the food theme. Well, this map is kinda sorta the stuff you'd find in spades in the classic dwango wads. Dwango Foodchain?
Last edited by dew on Dec 1 2013 at 23:25