this, but for what it is, it\'s a nice design. The problems inherent with big open maps are all there - lots of running around required - but the CPs are spaced out pretty evenly, so at least it\'s a consistent experience. While the author made an effort to vary up the terrain by including props (mostly clustered around the CP areas) and rolling hills, it would be nice to see a little more in the way of scattered props in the big open field - if not for cover, than at least for variety. I did notice a couple of minor issues - there appeared to be at least one explosion texture that didn\'t have a proper alpha, as I could see the edges of the texture (it\'s very obvious where the borders of the texture cards are). Also, lots of the terrain wasn\'t very smooth or realistic - some of the jagged edges of the terrain feel very unnatural, especially in a setting where hills would normally be very rounded-off. Finally, the CP in the center repurposes some Hoth tunnels, and they\'re not quite lined up correctly - it\'s easy to see where props start and end. This should be fixed. All in all, it\'s a decent map, although I\'d like to see the action move towards close-quarters a little better, and I\'d like to see a touch more polish. Give the map a try if it looks good. -Mav
\"Duulan: Canyon Village,\" by Ty294, is a large open-field map in an environment that is essentially a cross between Naboo and Kashyyyk (Islands). I\'m not a huge fan of big, open maps like
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