Riclo wrote:I've got the map that I posted screenshots of earlier finished. The download link is here:
allfearthesentinel.net/download?file=tenementsaowriclomay20th.wad
I'd really appreciate it if everyone looked at the map to see if something like that is good for AOW. One thing i will mention is that the map is asymmetrical but I think it's done in a way that benefits the map
Alright so I was able to open this up and take a look. Better than V1 for sure, but as others mentioned there's still some issues that the people before me have already pointed out.
One of the major issues I came across were dead ends or areas that you could easily connect and at least open up to make the entrance not so bottle-necked.
Here's some examples of what I'm talking about:
[spoiler]
These two areas right here can easily be connected from the cave area to the tech room to open them up more. See how small that entrance is? Bad news.
These two rooms serve no purpose, connect them so that they're not dead ends.
Might not be a bad idea to open these up so players can drop down.
Again, two dead ends. I get what you're going for here: so the Utility Guy can place turrets, but they're dead ends lol just void the sectors and put computer terminals there I don't know.
This entire room is a meme, there's literally no reason to go here. Connect it to somewhere else so players have at least two ways in and out.
You know the drill: connect it.
Same here.[/spoiler]
The west and east sides of the map also extend out really far. I'd advise probably just removing all or at least portions of the cave on the west and connect directly to the rooms that are already there. For example, at the top of the red tiberium rock stair case thing that is about to lead you into the water cave, just connect directly to the tech room. Ditch the cave.
I think for the room in the east all you'd need to do is just pull in that entire east portion and see how that looks.
Also, node issues are extremely easy to fix. I notice you have quite a few large ones and even one that interferes with gameplay that Rust already pointed out. In the area you're having issues, just move existing vertices around a bit and that will force the editor to rebuild the nodes in the map, fixing the artifact that caused the error in the first place.