Combinebobnt wrote:
Ok I played a duel on this with newschool settings but no item respawn. In general this map has too much overdetail and geometry that is in the way, making navigation painful. It's hard to go around the map without crashing into something, especially the tight corridors and pillars in the main path. Activating the thin lifts sometimes was hard and you can get stuck on the 3d floor above, and the teleport destinations were kind of confusing (do you even need the teleport on top)? The overdetail also leads to players getting stuck on walls. Either use impassible linedefs for smooth walls or don't make things that stick out. Impassible all the detail like the compblu spaghetti in the wall too. The balconies seemed completely useless. Not being able to shoot through the grates was dumb too.
The item placement had problems like 500000 cellpacks, and I heard there was a megasphere. Cells are the best ammo, never put that much, and no player ever needs 200/200 hp/armor in a map like this (or ever). The railgun also penetrates armor and is extremely powerful, another reason not to have so many cells (and perhaps not so easy to get in the center of the map either). Plasmagun sucks for a map like this, the projectiles are way to slow to cause any real damage.
Ok so overall, get rid of obstructing overdetail to make your maps navigable, and avoid megaspheres, invulns, and item abundance. Every item maybe except for shells and bullets has a significant impact with item respawn.
Got these considered, did a little workaround.
Tried to make walls somewhat smoother, removed the pillars, made it so you can shoot through the grates. I've also made the fences on the balconys shorter so it's easier to shoot from them.
Also created an invisible 3D floor above the nukage so you'll not get stuck in between the walls, and lowered the number of cells.
There wasn't actually any megaspheres on the map, there was only a soulsphere which I put on the slope so it's not too easily noticable.
Second thing, I've made a little "mini map". I was quite bored.
It was inspired by the monochrome mapping project which I have contributed to years ago.
Updated the first post.