by Spike » Fri Mar 13, 2015 10:36 am
iiuc, deathmatch maps should generally avoid long narrow corridors. they prevent dodging and thus prevent the need to aim. they also take time to navigate which can make it hard to find victims.
I assume your map is completely unlit? this makes it look flat and bland.
this is also possibly why the bloom effect looks quite as terrible as it does.
use deluxemapping and provide normalmaps for extra non-flatness.
your textures are endlessly repeating, and yet still low res. they lack dirt, grime, imperfections, cracks, that sort of thing - these are what makes a map look believable (even with low resolutions or cartoon styles). there is much more to texture quality than simply resolution, and tiling/mirroring the same 32 pixels every 4 game units will never look good. don't be afraid of using higher resolutions on surfaces that you will get close to, as this means you can avoid screws/bolts/holes etc looking like squares...
quake engines use overbrighting. this means you should avoid using excessively bright textures as they'll just get oversaturated in high light-level areas (including unlit areas). q3bsp has fixed 4-fold overbrighting, so any texture brighter than 0.25 can oversaturate given enough light.
it looks like you have z-fighting with the plants+glass or something. make sure that there is a large enough gap between them that they can't end up with the same depth values.
additionally, your plants appear to be growing out of metal, or they have no roots.
leaving slight excentricies in parts of your map can help the map stick in people's mind, and help give personality. blah blah how does it all fit within the narative blah blah that your mod is trying to tell blah blah other boring game design gibberish blah blah. that said, stories are often as complelling as the game play, there's much more to game design than just artwork and gameplay, sadly.
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