- riyadh is about the key point:
the map is different in subtle ways, so you dont get lost on it.
the trick is, it can be a mirrored map, as long as it does not LOOK mirrored.
- a too open map is bad. if it is simple enough it may be ok (see arena2), because your fps are not fucked. but in 90% it is crap.
- i do remember the ut style maps and how they played. but this is a completely different game, changing things. thats the reason inter-game conversions are hard to make good.
- dealey is a bad arguement... you'd get much faster fed up with it than you'd believe. you just have not had the chance yet.
no need to rival the base maps standards'.
but take a look at them, especially:
-- what do the "choke-points" look like? that are points of initial contact after spawn / points over which people fight
-- how the spawns are created.
-- how many routes connect the spawns
-- height variations?
-- widht of hallways/doors?
-- details? or are there only straight hallways?
key design stuff is about these things, that does not take too much effort or time when you take it into consideration.
dealey has a lot effort put into design, but the scale of the map is absolutely crap. it's pure sr8 whoring will get you fed after the first 10 times you played the map. if the map was only half as big it would be WAY better, think about it.