With the single set of textures that screams uncreative
I'd like to point something out here since your issues with my texture selection is a recurring theme in your review. I have a rather conservative view on texture selection. While in the AMP-pack you have (seemingly) chosen individual texture sets that fits, I've chosen texture
sets that fits or is otherwise suitable. I like to keep within those limits because it allows me to focus more effort into the rest of the map. Don't take me wrong, aesthetics are an important part of all maps, I'm just going with it a different way than you are. I'll see what I can do about all the problems you have with textures in the maps but understand that I am not you when it comes to texture selection. Just want to point this out.
we're forced to believe this layout is actually proper for duel. Dueling with DarkAura and others have shown that this weapon layout is far from impressive.
No one's
forcing you to believe it. I have simply stated that, when designing the map the map for the duel map competition, it was duel that I took into account. Whether it plays
well in duel is another matter entirely. I'll return to this point eventually.
I found myself moving around the narrow sides the whole time because there was no real weapon in the middle to make me want to go there. Also, with a water wave, I could easily mow down anyone that stood in my way. Even the Tomahawk, which I figure you put there because it's a "balanced" weapon, is no match to water waves from above.
The weapon selection didn't seem too much of a problem back when I tested this, (although it was never properly tested for duel. I'll get back to this as well) but I'll admit that Water Wave has been worrying me a bit as well in hindsight. I'll look for alternatives and see what I can come up with. I'll try to spruce up the central area while at it, too.
Another issue I have is getting up. One of the ladders isn't visible from an angle, and I spent time having to look at the purple walls to figure out which one actually had the damn ladder.
I'll put the ladder on the perpendicular wall instead. If that fails as well I'll just replace it with a small ledge. It doesn't seem to have been that much of an issue until now, but it's something easily fixed.
Let's not forget the blatantly loud music that kicks in whenever we get near the fraglimit. The first time I heard that damn thing, I wanted to throw my speakers out the window.
Blatantly loud? It should be roughly within the same noise level as the rest of the songs in the pack. Other than that I can't help that you have a different taste in music than you do, I'm afraid.
As a final word, the map was designed for duel
in theory. In practice is another matter. Maybe you and your dueling lot could help me out on this one, though, by playtesting my changes to the map before the next release. Otherwise I'll just admit that it didn't work out as well as I had hoped to expect, and balance it purely for deathmatch.