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Description Training maps. The current trend for clan maps, and what seems to be a popular trend amongst new mappers too.
I'm going to give this a simple, quick summary. Lot of work to do, and all...
Several rooms. All what you'd expect - gun training, duel training, jump training, and strafe jumping. The gun training room actually leads to an assault course setup (yes, those two mostly-untextured blocks are teleporters). Hitting red walls in the strafejump room will have you restarting the course. The other rooms don't have any notable features.
Architecturally, it's basic. Very basic. Everything is square. It's functional, however, so don't see that as a bad thing. Decent enough for training without worrying about elements such as latency.
Technically, it's lacking. There's no lighting, something which can make or break a map. No music either, but in the age of killtrackers, I doubt anyone's going to be too perturbed. Entities haven't really been used in places where they could have been used to improve overall quality, but it's a first map, and that's part of the learning curve. Texture usage isn't so good. Most of the textures used were either misused or just don't look right. Again, texture usage is something the author will become more proficient with over time.
Bugs. The elevator leading to the aim room can't be recalled, and I assume that's what the button is for as it does nothing else. The doors have a habit of disappearing when you stand in front of the switch, and reappearing the moment you move for the door. The func_door entity should have been used for the doors, with a short wait, giving the player just long enough to get through.
What you see is what you get, so if you can see yourself using this map, you know where to click.
~ Kouen
[b]Bot Routing:[/b] No
[b]Custom Models:[/b] No
[b]Custom Textures:[/b] Yes
[b]Custom Music:[/b] No