I played the map for a bit and I really like the flow.
I found that every area led to the next area very fluently.
I think the lack of static meshes adds to the the map; it works. It doesn't deter the eye. There's not a million flashing lights everywhere. It's nice, clean and bright. I really like the atmosphere and look of the map.
As for bugs/changes, I didn't find many...
1. By the Stinger, there is some raised/cracked ground that the player can get snagged on. (It's annoying, hehe)

2. The bots seemed to stand around for the most part. (Not sure why?)
3. I saw a few texture mis-alignments/seams in the brick texture. (Mix between meshes and CSG...that's just me being picky though
)

4. Maybe add some random roots or something in the long blocked off hallway.

5. Add a few more vines and hanging leaves meshes on the walls in some areas. (Not really needed)
6. Near the Super Health, there is a mesh with the default texture on it.
I found that every area led to the next area very fluently.
I think the lack of static meshes adds to the the map; it works. It doesn't deter the eye. There's not a million flashing lights everywhere. It's nice, clean and bright. I really like the atmosphere and look of the map.
As for bugs/changes, I didn't find many...
1. By the Stinger, there is some raised/cracked ground that the player can get snagged on. (It's annoying, hehe)

2. The bots seemed to stand around for the most part. (Not sure why?)
3. I saw a few texture mis-alignments/seams in the brick texture. (Mix between meshes and CSG...that's just me being picky though


4. Maybe add some random roots or something in the long blocked off hallway.

5. Add a few more vines and hanging leaves meshes on the walls in some areas. (Not really needed)
6. Near the Super Health, there is a mesh with the default texture on it.

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