First look of the node, not that bad. After checking out, it's less great as it seems.
- Theming
- Seems like some ruined castle. Not a very original theme.
- Texturing
- Some surfaces could use a more fitting texture (or at least the scale). Like the "WT_GK_001" texture which is used on the walls.
- There are also some texturemistakes in the map, like some doorways have the "WTA_GK_002" texture 90 degrees rotated on their ceiling, so they aren't fitting the rest of the doorway.
- Be sure the specularity of textures is right. Like the "WT_GK_001" texture has a pretty high specularity so it looks kind of wet, while there is no sense why in this case.
- Ever heard of using the skytexture? It is in texture-slot 0 and is the 1st texture you encounter when you open the texture palette. This would help to remove the small layer of clip you've added into the windows which are facing to the outside of the map.
- Geometry
- The first tought I was getting when I started up the map, is that I've seen the details and geometry before. And I was right, because the doorways, the dome in the map has the exact same geometry as the dome of the church in hallo. I also noticed the pillars on every building is just a resized pillar of the pillars in akroseum. The fences are identical to those in hallo and inside the buildings, some curves are exactly the same as those in monastery.
It's not a crime to copy geometry from another map (since you can't license geometry), but be sure to change it at least a bit, so it doesn't looks like it's the same.
- The floors are pretty flat actually. Be sure to add more geometry in it.
- Create shapes on a more efficient way. The map consist out of 128k, while it shouldn't be even more than 64k of wtr in this state. A hint is to
- Lighting
- There are lights which have a way too white glow for their torches. Be sure to fix this, because it ruins the atmosphere.
- Detailing
- There is some, but not yours (exept the gravestones). Be sure to create your own piece of detail, instead of stealing from others.
- Clipping/Noclipping
- The map is sealed so players can't reach specific areas where they shouldn't be, good job.
- Maybe gravestones could be clipped and noclipped a bit, so if you run on them, your not decreasing speed every time you bump into another gravestone.
- Flow
- Not bad, but not that great either. The map is way too open to say "it really has a good flow".
- Don't add dead ends in maps, exept if something really valuable spawns in that area (like a quaddamage or something).
- Gameplay
- Be sure not to add a lot of pickups very close together. This turns ffa most of the time into an efficiency match, because people have tons of ammo anyways.
- It isn't a bad thing to make a ctf-map symmetrical, but be sure it isn't perfectly the same. Be sure to add some colours in the atmosphere to show there the player actually is (like red-saturated light on 1 flag and blue-saturated light on another flag).
For now, the map isn't bad for a first-time posting, exept you've stolen geometry from other maps. I'll give it a 2/10
P.S.
That nothing is perfect doesn't mean you can't aim to perfection.