I went and tested this bunch. As I understand it you're planning to release tomorrow but maybe these
demos* can be useful at the last minute.
* - Daya, Nait, sorry haven't played yours yet, simply wasn't in the mood for more than one big map tonight, from what I've seen they work pretty fine so I'll give them a go at a later time.
I liked the start map but it needs some polish the most out of all the entries:
- the skybox (sky5) is missing
- that trim from nait's map looks really ugly here, remove the fullbrights and recompile
- the colored lighting is good but the reds at the slipgates and the purple (??) at the main skill hall are too saturated
- not obligatory, but perhaps give an angle to each trigger_multiple, like in the original start map
Almost every map (all of them except for Kres' and Nait's) bring up a
# textures missing from BSP file, sometimes up to 39 missing textures! I understand TB doesn't make replacing missing textures easy right now but this is still sloppy. Simply open the
.map file in your text editor of choice, do a search & replace for __TB_empty, then save and compile again.
I'll do longer/proper comments on each map once the final release is out, but for now I'd rank them like:
6. Pritchard - simply because it's the shortest and smallest
5. Brassbite - nice looks, gameplay-wise not much to write home about
4. topher - felt almost like a dream, would have been 3) but that super dark button annoyed me a LOT
3. Kres - very interesting, if a little unpolished, HARD - will finish later
2. Hexenmapper - cool & ambitious design, some weird brushwork
1. Vingal - best gameplay and layout, could use a second pass at visuals as some places were a bit barren but otherwise nice looking
0. Spud - really makes you think (with slipgates)
Well done. How long until a Tomb Raider Upstart Mapping Project?