ok so that's a suggestion to work on the eye candy and architecture but doesn't exactly say in what areas. That's the difference. And a key note.
While I've churned out over half a dozen playible maps they have never been architectural masterpeices, is the one part of mapping I've never been given ANY advice on just flamed for.
I have a question about these 2 points. You see, we (as in all the mappers on this forum, including you) don't instinctively know what other mappers want us to help them with.
I have in none of the threads about your maps seen any questions coming from you about architectural/aesthetics help.
We are not here to think about everything but we are here to answer smart questions.
Fact is; You're not a bad mapper. At least not truly in the sense of technique.
You're a bad mapper in the sense of polishing. Just had a look around infested pumpstation and caverns looking purely for some small stuff which would make it either more interesting visually or gameplay wise.
Trimming, You have little use of trimming, it exists in some spots but markings on the floor showing use, more definition of rooms, not simply ending most rooms as boxes helps a lot. One thing you'll most definately notice in original trem maps is the addition of parts you
cannot reach. Look at the pipes running beneath the floors in arachnid and the outside area in arachnid behind the windows. The glass flooring in parts of nexus not the least in the large cylinders near human base and the large pipe room. They are not simply concrete cylinders/octagons, they have true definition, you can see inside, get a feel for what that room is supposed to be.
Lights, I applaud your use of lots of lighttextures, they indeed make your maps seem more natural. Why o why then are most of your lights usually square boxes with one side a light emitting texture? Give them a true place, put some cables between a series of them a hallway. Give them a feeling
You barely use filler and if you do it is incorrectly. Filler is necessary, again for the feeling but this one you can actually also use for gameplay. For example a crate. You have some, everybody has. What could help make crates distinct is the alien hitboxes. In late games some crates in rooms sporting only 40 gu width between them can save some larmour from a tyrant if it has to walk around. Some pipes with a small hole leading to a room above might make a nice escaperoute for adv granger when an alien base is lost.
Another thing to remember is start positions, they matter greatly in a game. Caverns for example has a human base with effectively one way out which ends in easy escape/ambush routes for aliens. Put it somewhere else, shuffle it. Try reading the gameflow guide on trem.info. I haven't yet put it up on the mapping wiki since I'm not yet done with rethinking and redoing it but you will at least understand some basic dynamics from it. First part of the pdf
here. LINKIESAlso a thing lacking in all your maps is true base locations. Yes you have rooms in a dead end for humans, yes you have some height for aliens. But you're forgetting their defenses. Think about the z/x/y angled surfaces for efficient trapper placement making them unpredictable. Think about tesla use in high rooms, think about snipeable turrets.
You are the mapper and as such you have an unbelievable influence on the way the map is played. If you make a good alien location or 2 aliens will probably move, humans might intercept them there. If you make a starting alien base relatively strong for s1 and 2 but weak at s3 you force them to move. If you make turrets easily snipeable you force humans to move. But these are all moot points if there
isn't anything better to move to. Tempt them, give them something which makes it worthwhile. A human base in an area with the crates as i mentioned might last pretty long in s3 while not truly making it invincible. People would have to adapt to less tyrs more goons/marauders.
Remember:
The players play tremulous. The mappers play the players