First of all - thanks for quick feedback. I also want say few words about my initial inspiration, it’ll make things more clear. Initial map idea was partially inspired by Pitch Black movie Riddick. Abandoned and dusty small human facility on a distant planet with lack of comfort, etc. Map was initially planned as small one with fast contact with an enemy. I tried keep some ‘balance’ between map geometry detailing and atcs-like ‘straight and flat halls’ gameplay. I’m not so pro at such things, that’s why beta-1 is mostly positioned as ‘gameplay test’. And now more detailed about thing you noticed.
_Note: looks like the krond.ru host site is serving the map’s .pk3 file as plain/text instead of binary…
Strange, I have no such issues in Chrome. This web host isn’t mine, so I can’t do anything about that. I’ll just put your link in my post. Btw, thanks for re-uploading!
The low ceilings / archways in all of the halls make things seem kinda small and a bit claustrophobic maybe increase the ceiling height in a few of the bigger rooms?
But that’s human facility, humans don’t need Kong-size ceilings! Humans build big spaces for hangars, massive storages, etc. But no point to do so in small facility on a distant planet! Look at Niveus for example, most hallways there are very small. It have some bigger rooms and huge ladder space, but… I tried to keep backstory and initial purpose in mind.
Actually, there is no much space between rooms to do so. As I noticed before, map initially planned as small, so rooms and hallways are placed close to each other. The only rooms where I can do something it’s middle room with ceiling window and a big areas near the default bases. I’ll try do something with it in next version. But don’t expect too much, I’ll try keep things more or less proportional.
The lighting is all one color - giving the map a very drab or mono-chromatic look.
Lighting changes are in my todo list. Right now used only one lamp type, that’s why it looks like so mono. It won’t be like christmas tree lights with wide variety of colors, but some areas will be changed for sure.
The skybox is only visible through the roof in 3 places in the map, it’d be nice to have some windows on the walls in some places, and more skylights to make the map feel more ‘open’.
Map planned as ‘closed’, it’s actually fully placed underground. I used ‘top-only’ skybox because I don’t like low-res mountains and the other same sh*t outside. Which means that windows demand some outdoor decorated unreachable spaces like ones in Transit. So no chances for windows on this map, sorry. Btw, there is 5 ceiling ‘windows’ on the map, not 3.
There’s some issues with wall-walking dretches vs. some of the archways, like this one which stops dretches dead in their tracks:
That’s errors, yeah. I definitely missed some areas, it will be fixed in next map version.
There are still many things to work on, but I’d like to do it after some gameplay tests. I looking forward for more opinions and bug reports.