@pirtchard (texscroll + texture blendpaint ;p)
@mmeaninglez - darkened skybox - the command is skybox colour r b g (255 = orginal diffused color of the texture)
First id like to say, that his is a major improvement on your last few maps, also good job on the lava trick ;p quite ingenuous
cliping
As i agree with everyone, the clipping on the map is very restrictive i would suggest only clipping the main mountaintop and the water surrounding the island. The reason for this is it allows better game flow (people to get above there enemy and shoot down on them. Also allows more ways to move through the map, so people dont get bunched up and can sneek around the back side of it.
Side note: when doing clipping make sure your cant get on top of the clipping, it should be a box around the area (some of your clipping is possible to get on top of (with a lil work). It is ok to clip a players verticle ability (z axis) hitting your head on clip is ok if you are rocket/ grenade jumping (in portions of your map).
layout
Your general layout if fairly good, excluding the over use of clipping (and miss clipping), the general flow of the map is relatively well layed out. I noticed no capture point (base ents) on your map. I think that this would make a good capture map, maybe you should put some in :) Some thing i would add are ladders to the watchtowers (allowing players to get on top of both of the watchtowers, and the half tower on the one side (ladders should be in the base giving the ability to the defensive team).
pickups
Note: im not too familiar with fps pickup games (since most severs run insta ctf or regen cap).
I think that the pickups are to bunched, you will have 3 or 4 of the same time in a given area, i would suggest spreading it out more (different types in the same area) and maybe taking half as many pickups as you have right now (then again i think insta ctf would be the best mode on this map, so .. ).
lighting
I think the thing that could use the biggest improvement is the lighting. Now before i critique id like to put in a plug for tesseract- basically no more waiting for lightcalcs ;p
Anyway, to lighting:
Ok so your lights all have this "white light" effect, (bascially instead of leaving a resient color it leaves a more or less pale look to your map). Why is this happening? Well the simplist answer, you are setting your light too bright. Ok so how bright should i set a light? The brightest i would set a light is at about 180, but thats on a bright map (something like niebs garden) rather in a dark gloomy map, something like 150-160 is definately bright enough. Ok Second problem, you are setting your domminate color and your secondary color too close in value. So on your map you get this over all yellowish color, this is not very mood setting, rather making a more bold color like orange would be better. So when setting your light your value should look like r = 158 g = 84 b 58. this gives a nice orange color to the map, that feels more like torchs burnning on an abandon island, then your yellowish lights that look like florescent light bulbs.
Ok other problems: making ambient lights is good. What is an ambient light? well its a light that does not cast a shadow (also known as dynamic lights). How do i set one of these up? Simple newent light r b g 1 (1 = no shadow mode on the light, default 0 = shadow mode). So how do i use these lights? These lights are use to simulate bouncing light. Basically in the real world light does not hit an object and dissipate, it bounces off the surface 3 4 or more times. In our game to calculate such light would be extremely expensive (and we maybe able to get one frame a minute. So we hack it. Basically dark corners boom light not dark ;p but because these don't cast shadows, they dont mess with our eyes (seeing shadows that shouldn't exist). Personally i like to set ambient 10 10 10 (or 5 5 5 or something low) and use these lights to light corners, this way i have more control over the environment. this may lead to lots of lights 0.0 so ... ;p
detailing
This is one area were you really lacked, there are about 30 models that are medieval driven (not counting the food and wine bottle and some of the shitty ones). You used about 10 of them. MODELS ARE CHEEP, i mean it you can put 100 models on the screen cheaper then detailing on in cubes (basically your fps will be higher) so use models ;p i did however like your use of them in some areas of the map, but there are many more you could use to help finish up your map.
So this map is perfect for what is called out of map detailing (basically details that players will not play on, but add to the environment of the map making islands in the water would spruce up the map, with out causing any one to lag too much. (you can add so much by just making an island with some dead trees on it. or a pile of skeletons etc.
In map detailing is lacking too, you boarded up basically every building (maybe have a window open and show us whats inside) :) or add some axes on the wall, or skeletons lining the halls or a statue in the base.
so i spent about 6 hrs playing around with some of the things i mentioned above, heres a link
below are some pictures:
humble master
chasester