Because some maps that are in stage of Alpha, i'm putting this topic up for dumping all sort of alpha releases. And why i do this?
- Some, who think that their map is not finished, even as it would seem playable, want to see and hear opinions, what area should be improved in map, or even in skills. This is the main reason i did this topic.

- Why not to put Random Dev. Shots? Because it has mostly all sorts of images shows of maps currently working. And few modeling works too.
- Some, who want to become mapper, who don't got any clue where to put alpha releases (like me
) should have their own place for them. And we wouldn't like to see some unknown talent has excellent maps, but no suitable place to test them out.
This may seem to be spam. Or other stupid topic, on wrong place. If this is considered as useless topic, i'll ask someone to shred this out from here.
Mostly, what I want to discuss in this topic, is maps themselves, and skills of mappers. Let me list what should be discussed in here.
- Fresh, new ideas, that should be tested. Don't got ideas at the moment

- Texture sets, lightning, elevators, playability and all stuff.
- Skills of mapper: in what area should be improved, techniques to improve. (the same one up above in the list).
And those are the main things i would hope from this topic. And I shall start this with my own alpha.
Best regards,
CorSair
Supremacy (my very first release in public)
Theme, ideas and notes
The map idea is the central point of arena. The glass walls are impenetrable from outside, but inside, you can shoot out from it. It gots down- and upstairs. And it has five different entry points. This is the main idea of map.
The default places of teams should be good enough, if other team takes the central point. And it gots three entry points. And the central entrypoint of both bases leads to way to boxroom area, and stairs leads to upper levels. And upper level in both teams area leads to other route to central point. Namely, vents and hazmat pipes.
Vents are accessible only from end points, others drop you off. Basilisks and dretches can only enter from drop points. And maybe skilled mara can enter in the vents. And jetpackers.
The hazmat pipes have only 4 entraces, and they're long. The one in central point is unaccessible without wallwalk or jetpack. The other ones gots mesh ropes to climb it up.
The negative things of all sorts noted by me. And trying to fix them. (and some positive things too, in middle of darkness.)
Yeah, light is stable, no light sources or like. But i'll try fix it. The map should be more darker than it is now. And gamma set to 1.5 may hurt eyes...
Textures... yeah... nothing of grandeur... taken from default maps (namely, Karith, Tremor, Niveus...). And they're not in the .pk3 file. If someone gots defaults taken away, well....

. Positive side is, that size is minimal one.
That ledge on alien base, where is ladders, should be working elevator. And it happened that i fucked up with elevator, so i decided to leave as it is. Trying to make it work now.
Hazmat missing on pools, but for good reason. The mesh ropes won't work as they should. You try to fix your position, you fall off from it. It took about 2 mins to try to get in pipe. Entering to pipes from rope is no problem, for plus side.
Pipes. And its curves. Humans run them through, bites off bit of realism.
One more thing. The .bsp is supremacy_a1, and it contains .map file, if someone wishes to take interest on it. I'll fix the stuff on my map, and once done, i'll start making some addons. (in other words, more rooms.)
And my link is here:
http://www.mediafire.com/file/0lhyyynmmwe/supremacy_a1.pk3Sorry for missing images of my map, I'll try to put them here as soon as possible.
Feel free to say any opinion of map, but please, stick on the issue, and don't go offtopic. And REMEMBER: put good reason, and if possible, image of problem.