lostmydollar wrote:this is totally not what i expected to see and i don't like the design except for those colored basic background with word signs on them.
Told ya. :p
lostmydollar wrote:thealthpacks aren't approval-friendly i think, those buttons that push independently are weird.
It's not intended to be approved. Custom maps ftw!
lostmydollar wrote:that platform that goes up and down will make some players floating in dm because of synchronization issues. why do bullets go underneath the crates(if those are crates). that pool is super small and simple. feels like you just didn't want to add something to it and finish it. these sticks
http://prntscr.com/ll14rp look bad too. they just don't fit. couldnt you add white background-doors to the medkits? map is too small for automatic weapons so it's the best to remove every gun except for railgun. there are some butons (all to be exact) that don't work when you push them. i mean i understand that they are used as decorations, but i've once added them to my map and players were telling me that they confuse them.
I'll take these into consideration, thanks.
lostmydollar wrote:feels like you just didn't want to add something to it and finish it
Yeah. I'm always worried about lag with trigger-heavy maps, so some details may be omitted. (e.g. the ground backgrounds)
lostmydollar wrote:also, if i'm not mistaken, health triggers sometimes cause random disconnections from the game and leave excluded player no ability to join the same match again
To my knowledge, this only happens when you set the max health above the one defined in the character's properties. Since this map doesn't do that, I don't think it's a problem. (Tested the map once and no one seemed to drop due to this issue)
I could be wrong, and a single match isn't good data so I'm open to information that might prove me wrong.
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Thanks for the feedback.