Ticket bleed is not a solution. Map was removed from mapcycle long ago. I could even remove the BSP but dumb admins (*cough* G4TC) will get it back. This map can't be improved. You can start something new from scratch if you know that it'll have all money's problem fixed.
After Blizzerd did a huge job of texturing my bridge, as well as doing his own so we can compare which play better and stuff, plus adding win-cranes, we're almost ready to beta-test. So I'm scheduling a beta test on g4tc main for 9pm tonight. That's 3 hours and 8 minutes from the time of posting this. EDIT: Ok maybe not...compiling took a bit longer than expected.
Update. The bridge that looks like it has a maze thing on top is Blizzerd's, the other is mine, we're going to see how they play out seperately. We may even keep both. Props for him for texturing absolutely all of that stuff, including mine. Oh and I moved the refs, should be visible just. There is a skybox but it isn't functional in this compile, as well as the wonderful money smoke which I'm still debating whether to keep or not. I'm just going to fix a few bugs and then we should have a beta-test ready.
I was planning on emp_money_revisited or something. Also, those 4 cylinder things on the NF side on top of the supports are supposed to have cranes on top. I have no idea why they aren't there.
emp_imperialport??? Sounds better then emp_money, or emp_money_revisited EDIT: You could try to add a small dock below, and some harbor buildings on the side/in the 3D skybox. And add a small Brenodi/NF Ship in the waters...
I don't see anything mentioned by Dubee fixed. You also invested more in the current layout by doing lots of fancy details.
Those aren't fancy details, you can actually use it. The roof access and roof on top of that is to protect from arty, and to get infantry to the middle without getting raped by tanks, and do seperate the areas. The middle has been majorly opened up, it's about twice as wide as it was. So tanks have much more room. The bunker should provide some focal point in the middle, but the whole point of this map is that newbies don't have to push middle or lose game. That isn't the intention of the map. Walls and turrets are the same on all maps, but the roof access should pretty much make it useless for stopping infantry. Like I said, tanks will have more room. Smooth infantry combat on the top of the roofs. The map will be heavily optimised, so it won't be as laggy. Camping base with ER is one of the things I'll struggle to fix. I split up the refs so they can't get camped, and the roof access, with increased infantry access to the middle, should prevent it quite as much, as they will simply to RPGs. And it's far less ugly than it was, although it still won't win any beauty competitions.
Ok, seeing as I'm going away, I'm posting my to-do list here so I remember when i get back. Make water still kill people. Change or edit skybox fog. There is a skybox there working, but its so foggy you cant see except going right up to it. Fix skybox so that it lines up better, as well as not showing visible nodraw textures on a couple of faces Move the annoying boat out of the annoying spot, swap it with the other. Move the misalligned pillar so it isn't fucked. May involve moving entire top of bridge. Fix texture next to pillar. Make flag in middle actually let you cap it. Make ladders work. Make walkway the ladder is on (my bridge, not blizzerd's) not be so gentle that you can ignore ladder and walk up it anyway. Add ladder refuges. Add back the in-map smoke, but no-where near as thick and laggy as it used to be. Make Blizzerd's bridge 2 way. Make Blizzerd's bridge connect to top of ramps.
this has an unintended side effect of reducing the building space available (well, its distributed differently, same fucking thing) also, consider having each roof style not mirror each other (so that one style is on the "left" of both sides, and the other is on the "right") also, there are no gay shitty invisible walls on the map, right?
It just looks like a more polished version of the same map. The middle will still be crowded with no room for tanks to move, think about all the walls and turrets that will be dropped. This will still be a shit map. Edit: And all I want to do looking at these screen shots is to parachute down onto one of those ships.
you will die, you lose health slowly on the ships (read as, first thing i did when i saw omneh putting them in)
To counter the arty problem make the map much wider so arty doesnt hit base from base. Also make an inf only path to middle like a low down bridge. Also those roofs add some ladders so inf can get up there. Could be intresting and make inf MUCH MORE useful on this map :D otherwise its looking awsome