I hope that's not the entire map.
The layout doesn't look like it would work very well with Unreal's gameplay at all, much too open. It seems as if your mind is still stuck in Halo map design mode, with large open areas and little breaking up the lines of fire. That doesn't work with Unreals instant hit - infinate range weapons.
Despite what MetKiller Joe said about the rocks, you really shouldn't be putting that much detail into a map like that at this point anyway. You should just get the basic layout made up in brushes, test the gameplay, and see if it's worth anything. After that you can focus on the visuals.
While on the topic of visuals I'll say a thing or two about how you plan on using Necris meshes... with arboreal styled terrain?
While Terra is a very lush planet, you won't find any Necris structures on it. And the Necris homeworld itself is almost entirely desrt based. hmmm...
Perhaps you can just go with the "I don't give a fuck" method and do it anyway, but it adds depth to the theme of the map if you actually put some thought into where it takes place.
What gametype is this supposed to be for?
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