Before I start replying, I would very much thank
kraid for helping me out with the map issues (Great remake you've made! Hopefully it can be published at this thread
![Grin ;D](https://forums.geshl2.com/Smileys/classic/grin.gif)
), and pointing me out some errors and mistakes that I've made. Since I don't have much experience with some advanced Hammer features, the map is quite unpolished, after what I saw from him.
The map definitely has some promise, good stuff! Have you done any mapping previously for other games?
I'm more of a coder guy, but I already did some mapping in TF2C and HL2:DM.
There are a few GoldenEye: Source barrel models available that could replace the brush-based barrels that are currently present, along with the crates as well. The Half-Life 2 assets are really showing their age nowadays, but a bit more colour and variety will go a long way.
Also make sure to include all the weapon spawns, it appears that the map is missing weapon spawns 2,3,5 and 7 (in Hammer they are actually 1 number behind the in-game assigned numbers, so you need 1,2,4 and 6 within Hammer). This will be problematic for a lot of the weapon sets if you're missing half of the available weapons.
I didn't know about the barrel and crates models! I did a quick search on Hammer before, but I didn't find anything (maybe I just searched on the wrong directory). Are missing weapon spawns a very big flaw? I've tested before with all of them, but for some reason, 0 & 1 were the same weapons (the same goes with 2 & 3, 4 & 5, and 6 & 7), but that could be just because of a smaller weapon set.
Not a bad map, but I do have some ideas on how you can improve it. First off, the boxes you have placed are physic props, and not static ones, so I can push and move them around. Not the biggest of issues, but I did get glitched between one and a wall, resulting in me being thrown against the wall and dying.
I also feel like the textures could be changed away from the Half-Life 2 ones to something that was higher in resolution. The biggest texture issue I have is with the glass railings, as it was hard to even notice them right away. Changing them to a standard handrail would help with that.
Also, with the map being very monotone in its texture use, I wound up getting turned around on what side was what. Maybe make one side visually distinct from the other so you can gauge where you are at a quick glance. The only other suggestion would be to add some more lights around the map, as the center area is dimly lit.
It seems like a neat map for a 1-1 or 2-2 type match, keep up the good work!
I've added the physics props as a novelty, since I rarely see them being used in a map (and that could be because of the glitches that you've related). I didn't have any other textures to use, so those HL2 ones kept as a temporary solution.
I also tested this map in TF2C (scaled up a little bit, since the players are quite bigger), and it seems like that 2-8 players is the ideal for it (since the weapons for that game are completely different, it was a huge carnage).