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Posted

Maybe just consider cutting the whole upside down "U" section on the top left.

It doesn't seem to be doing much other than adding more hallways.

There still seems to be good flow without it...

Posted

I guess the corridors look longer than they actually are, although I have to agree that there might be to much of them. They're also rather narrow, but I don't really feel like changing that at this point (it's not like the map is gonna be played en masse anyway :P).

Ginsengavenger: the layout is really not that hard. It's actually loosely based on the Stack level from GoldenEye (as you can probably tell, now that you know that) and as far as I know, that level was not too hard to learn (eventhough it has the same textures throughout the whole map, unlike mine).

Posted

So long as you're very well aware how easy it is to delude oneself about a map's complexity. ;) I think we're all quite guilty of that.

And remember that people learned the goldeneye maps because that's all they *had*. Your map does not have the benefit of official status so it has to be as immediately accessible and comprehensible as possible, and at the same time offering really interesting gameplay. I would rethink the corridors or at least learn their lesson when you go to plan your next map.

I also like to think that the general understanding of what makes for good, interesting multiplayer flow has evolved since goldeneye was out ;s

Posted

Half Life 1 dm maps looks better then hl2 maps, they got the old dm feeling there..

I think thats a wrong opinion, look at fortress forever. THey're able to keep the TF look and atmosphere on a new engine. However all the HL2DM levels have been based around HL2 rather than the sense of DM so your opinion seems flawed in my opinion.

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