I checked out the map and it's looking very nice (including the changes made from the 1st DM beta).
A few thoughts...
1. Check your flag radius. I was getting the "rejected" announcement in places that I shouldn't have.
2. I like the flag placement, though I wonder if the Redeemer should be so close to it?
3. That jump pad that is in the lowest floor that shoots you straight up to the upper levels doesn't seem to work very well, especially with the bots. I saw one just keep going up and down. I felt like I had to personally control myself in order to land well on the ground.
4. Given that it's set in space and has some-what of a low gravity feel (which is very nice by the way), you might want to add the same Kismet sequences I have for the Greed versions of Beyond Reality and O-bert.
You can just copy and paste the Kismet sequences and tweak them to work for your map. You will have to add 2 trigger volumes (one for players and one for the skulls). For Q-bert, I just made the players teleport to a random player start. For the skulls, I had one specific path node (and I added some meshes/emitter) to signify exactly where the skulls would teleport out of.
If you want, I can set it up for you too. After tonight, I won't have my main PC up and running for a week or two (sending in motherboard for warranty), but I will have my living room PC to use (which also has UT 3 on it).
EDIT:
After playing some more, I would strongly suggest you add that Kismet sequence I mentioned. I saw one bot go flying out of the map and if he had a lot of skulls with him, that wouldn't be good for the game play.
That one wall mesh I mentioned in my beta feedback, there are instances of that mesh that the player can see though, which doesn't look good.
As for the jump pad issue. While it lands you by the shock rifle, I think most players would think it would land you forward and onto the next level up (where the 2 stairs are the lead to the flags). I would suggest you change this to make the flow of the map a bit better and also given the fact that the floor where the shock rifle is located, is a bit cramped already.
-- Edited by Odedge on Sunday 13th of December 2009 10:05:18 PM
Thanks for checking it out mate. I will look at the kismit this week. I also have to release the DM final too, as it is finished. Did you think the few floor meshes were enough to break up the texture tiling?
Did you think the few floor meshes were enough to break up the texture tiling?
At first, I didn't even bother to notice as I was just concentrating on game play. After I went back to check again, it's not what I originally have in mind, but might be better in a way as you are keeping the simplicity of the map intact (Blitz will be happy), but now there is a better variation using the same material. Did you create little BSP/staticmesh floor tiles and rotated the material?