Played build 31 & damn, what a progress since my last tests !
I don't have much to comments, it play great (layout is truly a masterpiece) & it flow well.
There are certain place you need to look more,
- The jumpad near the bio that lead you to the sniper is problematic with bots. I kill bots a few time, they where going up / down in straight lines. Look like the jumpad is to close to the wall & the timing is to tight.
- When you collect the sniper, there is a large room just in front (you have a lift there with the tights), in that room, there is a big column in front of the tights, few times bots where jumping down the platform above the tights trying to go down the ground but where stuck in the column. Dunno if it's your pathing or the mesh collision but it is something to look at.
- Indeed, all lift are using the checkerboard texture.
- There was no ini in the archive so no player counts / preview screen. Since it's a beta, I presume it was intentional but since I didn't know the player count, I play against 5 adept bots & it was fine. They kick my *** lol
- I suggest you remove the link above the flak. Simply because you already have the link elsewhere & weapon in double for this map size is not my cup of tea. The enforcer could be there instead since it's a good opponent to the flak.
- There plenty of places around the map players can simply jump down into the lava. I was curious to see what would happen. The kill effect depending from where you jump / fall down isn't a good feature when the player actually die. I can see the map from other angle which shows areas you don't want the player to see like under mesh & stuff like that. Also, when falling down into the lava near the helmet, you end up in a water volume before actually die. I think you forget to remove it from a earlier build.
- I notice that ALL your material is using the default step sound which is the terrain. I suggest you assign proper sound on your material for a nicer experience. Your mesh are mainly rock & metal so I suggest you assign those specific sound to obtain a more polished map. I'm sure you know how to do that but if not I have a tut for that.
- The music isn't a bad choice but I was expecting something.......mmmm..... unique, special that fit the architecture better. Something "grandiose" with good vocal (voices like Romain era, not singing) instead of the common techy sounds. I mean that the architecture is old but clean, imposing, mythical even Gothic at a certain point. It's hard to explain, sorry

The track from DM-Shrift by Genthly come to my head.
- Your meshes are superb & your material is very well made but definitively need some normal map to make it look much detailed.
- I also agree that while the lighting is very good, it need more darker areas to bring more contrast. The colors are fine imo, it's just lighted to much evenly & by lowering some lights, you will have even better shadows (which are already very nice btw). I did see some very bright spot on some ceiling but no light sources ??? Lamp, torches, whatever light source aren't there ?
In all, it's a great build. I'm very impress of this build. While I test all of them, this one is damn great.
Hope it help.
Keep it up
