Interesting pack of fast paced maps. Overall i am surprised to see so many shamblers and vores so early on the maps.
@Chrisholden: those last two rooms were the closest part to Quake 3 in this pack, but the map could have taken the focus it has on brushwork onto gameplay and be a lot better. Reducing the scale and the length of corridors and putting time instead on enemy placement would have worked better. Also it is too dark for the first half.
@Dumptruck: looks similar to Quake 3. Liked the interconnectivity and layout, but the placement of shamblers and some vores needed more thought, plus some of the ambushes. Like Chrisholden's more time on gameplay instead of on curves would have worked better. As you may have noticed i had a few moments of where do i go now and ammo needed to move a bit forwards at some times.
@Greenwood: interesting thing you created here. I was surprised b the amount of glass as unfortunately it is barely being used on Quake's custom maps. It looks a lot like a map from 1996 and i am surprised that you did not invest on looks more. It was also good that you took your time in creating side areas for it.
Some things need tweaks but that's normal for a speedmap. Some shamblers and vores were a bit unfair but it was Ok for most of the time. The map would benefit a lot from some more health packs and less armour, and cleaner brushwork so enemies get stuck less.
@Ionous: good jam map, but as you probably know already it is too cramped. Upscaling it by 100% on horizontal would have helped a lot. The pit was a nice and fast to make touch.
Combat was interesting even if half of the time i had to guess from where they would come, that would be a good thing with more room to move. The secrets were interesting and both well done, with consistent mechanics and well thought. The final fight really needed that extra room for moving around or block the way back.
@Ish: I see that this was thought first and foremost for deathmatch and enemies added later. It could have worked with less enemies or better hidden ones to force the player to get into the arena, but it was interesting to play. I have yet to try the map with bots but it seems hat it could make some good games.
@Zungryware: I am under the impression that you made this with death match in mind first and half the items were meant for it, mixed with those for singleplayer.
I liked the layout and most of the combats, highlighting the one after the armour on the narrow passage and the ramp down left of it. The main issue was that shambler ambush, and so early to booth, which was completely unfair. Getting to see first the gold and silver doors before the keys would have been good too. Will check later its use for deathmatch.