But it really needs more sceneries - bushes, rocks, roots in tunnel, computers, chairs, tables - something like that in blue base :/
Right now it looks very dead and kind of incomplete.
Well, I can understand that, but I think you went a bit overboard. It looks way too empty. There doesn't have to be a ton of sceneries and they don't have to stand out. Some barely visible crates here and there, more bushes, pillars and rocks will do just fine.But it really needs more sceneries - bushes, rocks, roots in tunnel, computers, chairs, tables - something like that in blue base :/
Right now it looks very dead and kind of incomplete.
Those are things I usually hate in "house" maps with rooms, chairs tables etc, too much small statistic crap in background. With caves I followed hardly any scenery style that is used in ctf_Division for example. Also wanted to keep it clear that which scenery is middle and which not.
i thought regen spawns were at the bottum left of blue spawn? Anyways yeah, i noticed that too.Whats with me confusing left and right lately?..
A few more suggestions: move red spawns into the tunnel thing above white flag and consider protecting it with bullets and blue players collide polys.
It's very often that blues have to go right to the white flag to incercept flagger, and things instantly turn into lots of spawnkilling and total chaos.
Also, you forgot to add regen polys in the small room at top-right of blue spawn.
Not at all. It's still very possible to return the flag and I've seen that happen myself.A few more suggestions: move red spawns into the tunnel thing above white flag and consider protecting it with bullets and blue players collide polys.
It's very often that blues have to go right to the white flag to incercept flagger, and things instantly turn into lots of spawnkilling and total chaos.
Also, you forgot to add regen polys in the small room at top-right of blue spawn.
1) You mean alpha spawns into "camonet tunnels"? Don't matter in play much. That place would be awkward for alpha players to spawn since they have to get down that polyisland and then they can move on fast ground. It's true that if bravo wants to return flag near the white flag, they might need to spawnkill. But well, if flagger gets into the very bottom tunnel, bravo has lost it in any case.
2) Original doesn't have regen polys in top right room. However that's good idea.Eh. I was talking about this spot (see attachment).
Great job. Nice update, there's a lot more atmosphere and detail to it now. Hoping to see it in 1.5.1